I made a suggestion a while back, maybe it was just in village chat, to have more belt options, and scanned forum posts about 'belts'
The Carpenter's Belt - 3 slot belt that allows for a saw and axe to be "hung on" to open up inventory space for boards, etc
Possibly a small(or large) Quality-driven carpentry buff (most skills have buffs of some type, why not carp as well)
Beltable Quiver - Jackard's recent idea, removing backpacks is both tedious and unnecessary
Possibly 15-20 arrow capacity for a pro/con choice requirement
The Sword Belt - 2 slot (vertically ofc) belt to hold ones prized weapon, possibly Militia Belt to include a spot for a bow
Keyring attachment- Why wasn't this included in the implementation? Having a keyring is just as tedious as having a key, why can't we hang it on our Poor Man's Belt, or some such?
Bat-a-rang - To rappel cliffs and walls, because let's face it, exiting a boat without an item-check requires too much effort (joke)
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Killface
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Belt Ideas - Condensed?
Jackard wrote:kvc has eleven secret herbs and spices
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Jackard
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I like. The tools would still act as though they were equipped.Killface wrote:The Carpenter's Belt - 3 slot belt that allows for a saw and axe to be "hung on" to open up inventory space for boards, etc. Possibly a small(or large) Quality-driven carpentry buff (most skills have buffs of some type, why not carp as well)
Hookshot? Or perhaps a bullwhip?Killface wrote:Bat-a-rang - To rappel cliffs and walls, because let's face it, exiting a boat without an item-check requires too much effort (joke)
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Brickbreaker
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Re: Belt Ideas - Condensed?
I guess belts need a purpose. Imo we really need a belt to replace quivers.
Last edited by Brickbreaker on Fri May 28, 2010 8:20 pm, edited 1 time in total.
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springyb
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Re: Belt Ideas - Condensed?
A belt quiver? How about a belt pouch that adds half the space of a backpack instead?
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kralmir
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Re: Belt Ideas - Condensed?
it should add 2 spots at most then, look at the size of the backpack and it adds only 8
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loftar
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Re: Belt Ideas - Condensed?
I was actually thinking a more general tool belt, where stuff like the smithy's hammer could be added as well. I'm just not quite sure exactly how it should work yet. One option would be for the tools on it to act as if there were equipped, but I think that's a little boring (especially since the character sprite would no longer reflect the tools actually in use), so I was thinking that it might, perhaps, instead act so as to auto-equip tools from it when they are needed at the moment (the currently equipped items going back into the belt if they are tools, or perhaps to the inventory otherwise).Killface wrote:The Carpenter's Belt - 3 slot belt that allows for a saw and axe to be "hung on" to open up inventory space for boards, etc
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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sabinati
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Re: Belt Ideas - Condensed?
sounds coolloftar wrote:I was actually thinking a more general tool belt, where stuff like the smithy's hammer could be added as well. I'm just not quite sure exactly how it should work yet. One option would be for the tools on it to act as if there were equipped, but I think that's a little boring (especially since the character sprite would no longer reflect the tools actually in use), so I was thinking that it might, perhaps, instead act so as to auto-equip tools from it when they are needed at the moment (the currently equipped items going back into the belt if they are tools, or perhaps to the inventory otherwise).Killface wrote:The Carpenter's Belt - 3 slot belt that allows for a saw and axe to be "hung on" to open up inventory space for boards, etc
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Lman8786
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Re: Belt Ideas - Condensed?
we should get these things worked out makin my head spin man 
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Jackard
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Re: Belt Ideas - Condensed?
autoequipping could be interesting... especially if you could work other elements into it such as lifting objects, drawn weapons, stowing shields and slinging bows until neededloftar wrote:I was actually thinking a more general tool belt, where stuff like the smithy's hammer could be added as well. I'm just not quite sure exactly how it should work yet. One option would be for the tools on it to act as if there were equipped, but I think that's a little boring (especially since the character sprite would no longer reflect the tools actually in use), so I was thinking that it might, perhaps, instead act so as to auto-equip tools from it when they are needed at the moment (the currently equipped items going back into the belt if they are tools, or perhaps to the inventory otherwise).Killface wrote:The Carpenter's Belt - 3 slot belt that allows for a saw and axe to be "hung on" to open up inventory space for boards, etc
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Killface
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Re: Belt Ideas - Condensed?
Jackard wrote:autoequipping could be interesting... especially if you could work other elements into it such as lifting objects, drawn weapons, stowing shields and slinging bows until neededloftar wrote:I was actually thinking a more general tool belt, where stuff like the smithy's hammer could be added as well. I'm just not quite sure exactly how it should work yet. One option would be for the tools on it to act as if there were equipped, but I think that's a little boring (especially since the character sprite would no longer reflect the tools actually in use), so I was thinking that it might, perhaps, instead act so as to auto-equip tools from it when they are needed at the moment (the currently equipped items going back into the belt if they are tools, or perhaps to the inventory otherwise).Killface wrote:The Carpenter's Belt - 3 slot belt that allows for a saw and axe to be "hung on" to open up inventory space for boards, etc
Perhaps some sort of "Wield" command or something (as if the adventure menu wasn't cluttered enough D=) that could cycle through belted items? 1-4 presses yields the weapon you need?
Jackard wrote:kvc has eleven secret herbs and spices