Sacks

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Pacho
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Joined: Wed Jun 10, 2009 2:21 am

Re: Sacks

Post by Pacho »

sacks storing things by volume like buckets do water is what I mean, not like seedbags with slots to put stuff in.
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Jackard
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Location: fucking curios how do they work

Re: Sacks

Post by Jackard »

ugggh this does not need repeating but you are not getting it

that has the same problems I listed as seedbags. It fills the same role as item stacking, except being inferior in every way.

here's an idea: how about you accept that the system is abstract and doesnt need more garbage thrown in just to make it more "realistic". how are you keeping the dirt separate from the rest of your inventory as it is now? go off and pretend that your useless fucking dirt is already in a useless fucking sack.
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Chakravanti
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Re: Sacks

Post by Chakravanti »

While there is a fine line between an 'aesthetic' and a 'realistic' argument they are not in fact the same. Now, I understand your concern for the game mechanics and UI difficulty but the fact is that both stacking and item containers could be implemented with equivalent functionality and I maintain that the sole difference is in aesthetics and the amount of coding required by the gnome.

I believe it is the latter fact that has you inclined toward stacking because you want it sooner and because something a bit more complex like containers would require more testing and probably have more bugs. Also because, given how fucked up seedbags were, one might be inclined to think other item containers would be implemented as equally useless and fucked up.
Well what is this that I can't see
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Pacho
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Re: Sacks

Post by Pacho »

I don't give a shit about your quality whining jackard. sacks of dirt are awesome and you know it.

item stacking like you want is unnecessary except for small items like trinkets and coins.
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Chakravanti
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Re: Sacks

Post by Chakravanti »

Actually, if item containers, like Gautemus originally suggested months ago (albeit not as inventory objects), use the build UI, then Quality of individual items can be preserved as quantum storage does.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
Pacho
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Re: Sacks

Post by Pacho »

I don't really care whether they're inventory objects or buildables, sacks just make more sense when storing dusty stuff like dirt or flour.
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Chakravanti
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Re: Sacks

Post by Chakravanti »

Not as buildables Pacho, I mean, using the build UI.

Of course, There's something seriously fucked up about window management and priority so that's something that would need to be fixed or it's just asking for shit with this setup.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
Neruz
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Re: Sacks

Post by Neruz »

Jackard, if your only reason for not liking sacks and similar ideas is that item stacking is simpler, you seem to be playing a different game from the rest of us. HnH appears to be deliberately obtuse and complicated at times, merely because it can be.


Whether or not item stacking or containers enter the game depends entirely on where our devs are intending to take the game.
Pacho
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Re: Sacks

Post by Pacho »

Chakravanti wrote:Not as buildables Pacho, I mean, using the build UI.

Of course, There's something seriously fucked up about window management and priority so that's something that would need to be fixed or it's just asking for shit with this setup.
Aaah, ok I see what you mean.

I was thinking that to extract dirt from a sack it would be a simple shift click/right click and a handful of dirt would pop into your inventory
Neruz
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Re: Sacks

Post by Neruz »

Alot of these type of suggestions do require the UI to get streamlined and improved dramatically first.

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