Belt Ideas - Condensed?

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
Killface
Posts: 264
Joined: Mon Oct 05, 2009 5:27 am

Belt Ideas - Condensed?

Post by Killface »

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)
Jackard wrote:kvc has eleven secret herbs and spices
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Post by Jackard »

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)
I like. The tools would still act as though they were equipped.
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)
Hookshot? Or perhaps a bullwhip?

;)
Brickbreaker
Posts: 331
Joined: Sat Jan 23, 2010 6:54 pm

Re: Belt Ideas - Condensed?

Post by Brickbreaker »

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.
User avatar
springyb
Posts: 695
Joined: Wed Feb 03, 2010 11:39 am

Re: Belt Ideas - Condensed?

Post by springyb »

A belt quiver? How about a belt pouch that adds half the space of a backpack instead?
User avatar
kralmir
Posts: 1234
Joined: Mon Mar 29, 2010 4:33 am
Location: a moderate sized box.

Re: Belt Ideas - Condensed?

Post by kralmir »

it should add 2 spots at most then, look at the size of the backpack and it adds only 8
[5:09:24 AM] kralmir: shrek is love
Image
[5:09:27 AM] kralmir: shrek is life

"It's a survival game, not a Survivor game." -Potjeh, feb 1st 2012.
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Belt Ideas - Condensed?

Post by loftar »

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
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).
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
sabinati
Posts: 15527
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Belt Ideas - Condensed?

Post by sabinati »

loftar wrote:
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
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).
sounds cool
User avatar
Lman8786
Posts: 574
Joined: Thu Sep 17, 2009 5:16 am
Location: America

Re: Belt Ideas - Condensed?

Post by Lman8786 »

we should get these things worked out makin my head spin man :?:
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Belt Ideas - Condensed?

Post by Jackard »

loftar wrote:
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
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).
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 needed
User avatar
Killface
Posts: 264
Joined: Mon Oct 05, 2009 5:27 am

Re: Belt Ideas - Condensed?

Post by Killface »

Jackard wrote:
loftar wrote:
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
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).
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 needed

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

Return to “Critique & Ideas”