Game Development: Inventories.

Announcements about major changes in Haven & Hearth.

Re: Game Development: Inventories.

Postby warrri » Mon Nov 23, 2009 5:02 am

Neither 362880 nor 5040 have an integer squareroot. And 36 is pretty realistic, so why not.
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Re: Game Development: Inventories.

Postby sabinati » Mon Nov 23, 2009 5:14 am

it should at least be 16 or it's better to just use the straw basket at the end of the row method. 36 would be ideal i think. seriously, just make it take a huge amount of space in inventory and cost more materials. and again, until shift-rightclick planting and making flour works with seeds in a seedbag it's pretty much useless.
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Re: Game Development: Inventories.

Postby theTrav » Mon Nov 23, 2009 5:34 am

sabinati wrote:until shift-rightclick planting and making flour works with seeds in a seedbag it's pretty much useless.


Of limited utility.

In its current form it's of some use to me in harvesting a large field. More so if it has more space
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Re: Game Development: Inventories.

Postby ElGato » Mon Nov 23, 2009 6:24 am

When harvesting, do seeds go directly into seed bag(s)?
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Re: Game Development: Inventories.

Postby Peter » Mon Nov 23, 2009 6:43 am

ElGato wrote:When harvesting, do seeds go directly into seed bag(s)?

Yes, mr. the cat.
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Re: Game Development: Inventories.

Postby kedrigh » Mon Nov 23, 2009 9:55 am

the autopickup for arrows is a mixed blessing.
could you please add a way to open quivers and sort the arrows/discard low q ones?
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Re: Game Development: Inventories.

Postby Lothaudus » Mon Nov 23, 2009 11:30 am

Yeah, seconding that. Autopickup is great at reducing "arrows into quiver" pain but I now have no idea whether I'm putting Q10, Q100 etc... arrows into my quiver. Some way to be able to right-click and "open" the quiver so I can see it's contents and drop / sort would be good. I have to basically dump my quivers, pick-up arrows, sort. Dump in different piles on the ground, pick up quiver and then re-pickup arrows - which seems to almost defeat the purpose of having auto-pickup.

I'm also going to re-iterate my earlier comment about the 'extra item on the cursor'. Butchering animals now places meat on the cursor but continues and dumps extra on the ground. Is there a reason why I want one on my cursor which interferes with my ability to click on the chat window and type stuff or do anything until I've clicked to drop it on the ground (dropping right at my feet too, rather than where I clicked to drop it). Trying to talk in party chat while butchering at full INV and I just drop, click to type, end up with another one on my cursor, drop, click to type again...

I can understand in some respects why it was put in but if my inventory is full, I'm auto-dropping stuff anyway so don't see why I need that 'extra one' on the end of my cursor. Actually, if it's because of that issue like when you cook meat. EG: With a full inventory, you cook meat, the meat you cooked is dumped even though you have a spare space for it (left by the piece you just cooked). Isn't it possible (code-wise) to remove the items from inventory first, thus creating the free space, then creating the new item and putting it in the inventory in the space that's been created?
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Re: Game Development: Inventories.

Postby Flocke » Mon Nov 23, 2009 6:09 pm

jorb wrote:Nine was probably a bit cheap of us, I agree. At nine they barely compensate for the extra effort involved in handling them. 16 would make them worth it. 48 is just way, way too much.


Potjeh wrote:But 16 isn't divisible by 3 :(


warrri wrote:i want 36! also divisible by 2 and 3 and its the amount a chest has so you can do it 6x6 (a square). Go.


well, 16 seeds per seedbag is enough to my mind. one seedbag will then be equal to one straw basket.

i have 4 seedbags now so they will contain 64 seeds, that's a hell of a lot for only 4 inventory slots.
if you have 3 seedbags in your inventory that will be 48 seeds then and you can divide 48 by 2 and 3!
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Re: Game Development: Inventories.

Postby Avu » Mon Nov 23, 2009 8:45 pm

Make the bag fill the entire inventory if you must and cost 30 leather and 30 string but please do not make its capacity smaller than a chest. The worst part about farming is container management and not stockpiling space. You have to sort all the seeds and keep the good ones to replant. With seed bags you have to go through all the little bags and manually switch them around the time you gain not having to go to a sideway container due to full inventory is more than lost just shuffling through the little bags. Make them a backpack type of item so you cannot use them for storage if you think it will make them unbalanced but for the love of god micromanaging containers doesn't add challenge to the game does not add depth it just adds frustration and a time sink.

And I will ask again will making a large seed container unbalance the game? How? Is tediousness supposed to be a defining factor of this game?

Yes. That has indeed been the intention when we've added shift-planting, seed bags, scythes and the harvest cursor.

Shift planting doesn't work with the bags and even if it did you still have to actually sort all the seeds across all the bags so the game will plant what you want (the random seed quality from the same square is actually the tedium creator here). Scythes just decrease a small part of the time you spend farming. The largest part is and will remain the seed and container management. The harvest cursor is nice I give you that but again that doesn't solve the biggest problem of farming.

P.S. Autosort and move all drop all buttons would help farmers 100 times more than useless tiny bags. New content is always appreciated but sometimes that has to take a backseat and work on the interface even though it's boring.
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Re: Game Development: Inventories.

Postby Peter » Mon Nov 23, 2009 9:28 pm

I myself actually get quite a bit of use out of these small bags. With six bags, I can harvest two 9-tile rows before my inventory's full, then I just dump the worst seeds on the ground, plant the good ones, put the straw in my mansion, and it's back to work. Sure I'd like to have more space per bag, but the current ones are far from useless.
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