Stacking

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

Re: Stacking

Postby MagicManICT » Mon Feb 06, 2012 10:07 pm

hazzor wrote:Making items like clay stack might deduct somewhat from it's "value" in terms of difficulty to obtain, but really if it stacked all it would really achieve is making you spend less time no braining by the side of a river filling LCs with clay to power some far off brick factory, because that's so "hardcore" right?


I've nothing against stackable items. Carrying what would be a wagon load of goods in a backpack is a bit too unrealistic for my tastes, though.

Just remember: if it's that easy for you to haul for whatever purposes, it's that much easier for others to come and steal.

LadyV wrote:
TheTylerLee wrote:One problem with stacking is Item QL mixing,,


Not true. The game does fine remembering different quality stones stored in a sign. It can remember quality of stacks.


A construction sign acts as a mini-container where you can't see the inventory slots. Thus, when you go to take items out, you get them back in a seemingly random method. (If you put them in in a certain order, you'll get them back out that way, just like moving items from container to container, until the server ends up forgetting what order they went in.)
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Re: Stacking

Postby SacreDoom » Tue Feb 07, 2012 11:43 am

One could make mass-needed resources stack in amounts instead of singular items stacked in a pile, example:

You dig clay, you get between 0.5 and 1.5 "weight" of clay per dig. This could then be stacked to a maximum of 10-15(?) weight per inventory space. This will make stacking possible, while still maintaining a somewhat realistic.. atmosphere.

Then a kiln could require a 45 kg/whatever of clay, instead of 45 pieces of clay.
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Re: Stacking

Postby btaylor » Tue Feb 07, 2012 11:49 am

Slowly turning into Wurm Online... not that it's a bad thing. :roll:
The unfed mind devours itself. - Gore Vidal
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Re: Stacking

Postby TheTylerLee » Tue Feb 07, 2012 11:51 am

Ty magic for this post.


A construction sign acts as a mini-container where you can't see the inventory slots. Thus, when you go to take items out, you get them back in a seemingly random method. (If you put them in in a certain order, you'll get them back out that way, just like moving items from container to container, until the server ends up forgetting what order they went in.)[/quote]
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Re: Stacking

Postby Flame » Tue Feb 07, 2012 11:58 am

i'll go around picking up small stones until my bag will be full. I can hold tons of stone more than h&h backpack can.

I agree with the chanche to stack some items to a maxinum muber. Exaple, stack max 10 stones per inv tile.

Before say "oh my god they wanna ruin or inventory", you should look at how the inventory ruin the game. It's not a "gameplay mechanism." Is simply a broken inv, not completely coded.
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Re: Stacking

Postby LadyV » Tue Feb 07, 2012 2:18 pm

MagicManICT wrote:
LadyV wrote:
TheTylerLee wrote:One problem with stacking is Item QL mixing,,


Not true. The game does fine remembering different quality stones stored in a sign. It can remember quality of stacks.


A construction sign acts as a mini-container where you can't see the inventory slots. Thus, when you go to take items out, you get them back in a seemingly random method. (If you put them in in a certain order, you'll get them back out that way, just like moving items from container to container, until the server ends up forgetting what order they went in.)


Even if it stores them in a random order the game remembers the quality. That's more important than the order. Its certainly no worse than having to sort seeds to pick quality.
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Re: Stacking

Postby MagicManICT » Tue Feb 07, 2012 7:17 pm

LadyV wrote:Even if it stores them in a random order the game remembers the quality. That's more important than the order. Its certainly no worse than having to sort seeds to pick quality.


Exactly my point.

Of course, stackable items could potentially be done either way. Look at the peppermill and pepper shaker. Here are already two objects that can hold a variable number of items. The tool tip always shows the first item placed in it, though, so if you put a q1 pepper in it and then a q100, it just shows q1. (Honestly, I've never checked to see if the pepper always comes out at q1 or if it varies.)
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Re: Stacking

Postby lcy03406 » Wed Feb 08, 2012 3:22 am

I think HnH is pretty logical now. How can you hold more than 16 feathers without some container like backpack? Yes you can grasp all of them in a hand, or push them in your shirt, but can the feathers be used? They must be broken!

On the other hand, nobody want to stack items of different quality. That would be a mess. So we would see 2 q10 feathers can stack, but a q10 and a q11 go 2 slots. And it is illogical.
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Re: Stacking

Postby lcy03406 » Wed Feb 08, 2012 3:56 am

I think we already has a solution - seed bags. We can have stone chip bags, feather bags, large bags for wood blocks, or generally small stuff bags, and also a 'stack' of boards tied up by a rope, think the rope as a fishing pole and boards as a lure. But what farmers need is linen seed bags, not the leather one. The quiver should be able to be equipped with a backpack, maybe a smaller version. Traveler's sacks should be equipped on shoulders, not in hands.
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Re: Stacking

Postby ImAwesome » Wed Feb 08, 2012 4:01 am

well we have water in a barrel...quality averages when you do it that way

that could also be a way to sort it. if you have 20 feathers ranging from 20-30 they may average out to 25 and you'd get a stack of 20 q25 feathers. this would probably make some farmers mad if they're losing higher quality harvests to 1 random low quality harvest. so I think we still need things to go into inventory seperate, but have the option to stack them once there(drag and drop, or right click->stack).
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