Sacks

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

Re: Sacks

Postby Pacho » Tue Dec 29, 2009 4:34 pm

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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Re: Sacks

Postby Jackard » Tue Dec 29, 2009 8:10 pm

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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Re: Sacks

Postby Chakravanti » Tue Dec 29, 2009 11:19 pm

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.
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Re: Sacks

Postby Pacho » Wed Dec 30, 2009 7:11 am

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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Re: Sacks

Postby Chakravanti » Wed Dec 30, 2009 7:21 am

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.
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Re: Sacks

Postby Pacho » Wed Dec 30, 2009 7:29 am

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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Re: Sacks

Postby Chakravanti » Wed Dec 30, 2009 7:31 am

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.
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Re: Sacks

Postby Neruz » Wed Dec 30, 2009 7:34 am

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.
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Re: Sacks

Postby Pacho » Wed Dec 30, 2009 7:38 am

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
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Re: Sacks

Postby Neruz » Wed Dec 30, 2009 7:48 am

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