Sacks

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Sacks

Postby Neruz » Wed Dec 30, 2009 10:39 am

I'm not being willfuly obtuse, i honostly do not see how you can control what items go into what stack. Instead of having an inventory full of random quality seeds, i'll have an inventory full of stacks of random quality seeds. How does this help?
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Re: Sacks

Postby Neruz » Wed Dec 30, 2009 10:56 am

Wait, it just occured to me, are you advocating putting the pieces of dirt into the stack individually with mouse clicks?
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Re: Sacks

Postby CG62 » Wed Dec 30, 2009 1:38 pm

Jackard wrote:
Jackard wrote: Inventory and equipment are abstracted. Your character is assumed to have all manner of pouches, belts, rope, pockets, sacks, whatever they need to carry what they do.


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Re: Sacks

Postby Chakravanti » Wed Dec 30, 2009 7:10 pm

Neruz wrote:Wait, it just occured to me, are you advocating putting the pieces of dirt into the stack individually with mouse clicks?

Regardless of what aesthetic methods are used, forcing drag n drop UI would be a major fail of implementation. Fortunately the devs aren't that stupid.
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Re: Sacks

Postby Jackard » Wed Dec 30, 2009 8:34 pm

Neruz wrote:Wait, it just occured to me, are you advocating putting the pieces of dirt into the stack individually with mouse clicks?

did you even bother clicking the link or what
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Re: Sacks

Postby Neruz » Thu Dec 31, 2009 12:44 am

Jackard wrote:
Neruz wrote:Wait, it just occured to me, are you advocating putting the pieces of dirt into the stack individually with mouse clicks?

did you even bother clicking the link or what

I saw the link; it makes no mention of this issue that i can see.
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Re: Sacks

Postby Jackard » Thu Dec 31, 2009 1:30 am

Neruz wrote:What's unintuitive about a sack? Lets say we get a sack, it's a 2x2 item, it has 10x10 spaces in it (for a total of 100 chunks of dirt). Dropping a chunk of dirt into the sack causes it to become a 'dirt sack' and will now only accept dirt, the first chunk of dirt goes into the first slot in the sack. Mousing over the display calls it A "Sack (Dirt), 1/100, Avg Quality". The Avg Quality number would ovbiously be the mean quality of all the bits of dirt in the sack. Lets further make it a little easier by allowing you to set min\max quality variables for the sack, any dirt that falls within the bounds automatically goes into the sack. We can then make it one step easier again and allow someone to set the item that goes into the sack without actually dropping an item in there.

We now have sacks, they can bet set to accept a given predetermined item of certain quality levels, they display their total level of filledness and the mean quality level of the items within. Shift clicking on the sack causes the lump of dirt at the end of the sack to jump onto the mouse. Dragging the sack onto something and right clicking causes the correct amount of dirt required to exit the sack and enter the object (ex: Treeplanters pot, drag sack onto pot, right click, 4 chunks of dirt at the end of the sack pop out and go into the pot.)

Like I mentioned before there is nothing you propose here that wouldn't work with stacks, which are basically just the same as containers except being more flexible - they don't require that you find recipes then build them, they dont force you to carry them and have empty ones clogging up your inventory/storage, and they can also be used for a lot more stuff. (Keyrings? Pff. Just stack keys!)

You haven't conjured up any problems that couldn't be fixed during implementation. I'd explain further but your dull wit and inability to connect the dots has left me in despair
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Re: Sacks

Postby Neruz » Thu Dec 31, 2009 1:55 am

So you're advocating that stacks work exactly the same was as i have described with sacks, except without crafting the actual sack item. You should probably say this rather than pointing me to a post you made which contains none of this information and just assuming i'm psychic.


At which point it comes down purely to how jorb and loftar want to develop the game. I fully agree that from a purely UI cleanliness point, stacks are better. But they lack the same sort of flavour that container items have, container items are also technically more 'realistic' so to speak. So it depends entirely on the direction jorb and loftar want to take the game.
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Re: Sacks

Postby Jackard » Thu Dec 31, 2009 2:20 am

oh so now it finally sinks in. i was wondering how many times id have to repeat myself
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Re: Sacks

Postby burgingham » Thu Dec 31, 2009 2:23 am

I would have assumed many, many more...
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