New Sacks

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

New Sacks

Postby LadyV » Wed Jan 25, 2012 12:29 pm

I noticed that we have a backpack and a traveller's sack for carrying large amounts and a seed sack for seeds. How about a haversack style bag for collecting small objects larger than seeds? It would be nice to store tree cones/seeds, hops, even those smaller foragables. Like the seed bag it should be a limited class of objects so as to not be abused and diminish the larger ones.

The second sack I think would be nice to see is a harvest sack. Simply a large sack for storing crops in. I mean a sack of onions or beets is not a new thing

Both would be nice additions to add to crafting and very useful. They are limited in scope but they fill a role that is needed. A tree seed should not take up as much room as a wine bottle in a cupboard and filling a cupboard with onions is unpractical.
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Re: New Sacks

Postby MagicManICT » Wed Jan 25, 2012 5:07 pm

There is absolutely no need for any more storage items in the game. If you do it right, you can already have a carry inventory of 56: Base inventory (4x4) + Backpack (4x6) + 2x Traveller's Sack (6x8) + Merchant Robe (7x8). If you're farming and using seedbags, that's potentially multiplied by 9!

As far as in-house storage goes... no, no more is needed. If you are hoarding that much junk, build more houses, build more cupboards, or maybe QUIT HOARDING!! Most of what you mention there should just be replanted as fast as you harvest it, like tree seeds. For food items: craft the foods you want as they take less space. Yes, you'll still need room to store some supplies, but do you realize how many cupboards can be placed in a Timber House with a cellar?

There are some realism arguments that are fine to bring up: Using real life solutions as a basis for concepts in a game or using real objects as a model of how something should function in a game. However, it should never dictate the actual workings and constraints in a game unless your ultimate goal is to create a simulation.
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Re: New Sacks

Postby Tonkyhonk » Wed Jan 25, 2012 6:15 pm

as for sacks for crops, it might be a waste of time to suggest since farming system is supposed to be changed hugely with future updates (if that ever comes, that is), according to devs quite a while ago. (seeds as liquid type item and such, iirc.)
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Re: New Sacks

Postby LadyV » Thu Jan 26, 2012 4:37 pm

MagicManICT wrote:There is absolutely no need for any more storage items in the game. If you do it right, you can already have a carry inventory of 56: Base inventory (4x4) + Backpack (4x6) + 2x Traveller's Sack (6x8) + Merchant Robe (7x8). If you're farming and using seedbags, that's potentially multiplied by 9!

As far as in-house storage goes... no, no more is needed. If you are hoarding that much junk, build more houses, build more cupboards, or maybe QUIT HOARDING!! Most of what you mention there should just be replanted as fast as you harvest it, like tree seeds. For food items: craft the foods you want as they take less space. Yes, you'll still need room to store some supplies, but do you realize how many cupboards can be placed in a Timber House with a cellar?

There are some realism arguments that are fine to bring up: Using real life solutions as a basis for concepts in a game or using real objects as a model of how something should function in a game. However, it should never dictate the actual workings and constraints in a game unless your ultimate goal is to create a simulation.



I think you misunderstand my desire. So much of the game is focused on building permanent structures and walling your self in. An investment into a traveller's sack requires wax and lots of leather so you either settle some place long enough to gather it or carry it all around. My desire is to see both a container that does not use a hand slot and a container that allows movement in the game.

I don't want hoards of cupboards and timber houses. I want the option to travel without having to make a permanent camp. Tents and bedrolls could easily have been mentioned with my suggestion but they have already been suggested.
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Re: New Sacks

Postby LadyV » Thu Jan 26, 2012 4:39 pm

Tonkyhonk wrote:as for sacks for crops, it might be a waste of time to suggest since farming system is supposed to be changed hugely with future updates (if that ever comes, that is), according to devs quite a while ago. (seeds as liquid type item and such, iirc.)


I had not seen that. I'm curious what they have in mind however.
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Re: New Sacks

Postby painhertz » Thu Jan 26, 2012 4:42 pm

the game has cow drawn wagons if you want to travel with all of your shit.
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Re: New Sacks

Postby MagicManICT » Thu Jan 26, 2012 6:17 pm

LadyV wrote:I think you misunderstand my desire. So much of the game is focused on building permanent structures and walling your self in. An investment into a traveller's sack requires wax and lots of leather so you either settle some place long enough to gather it or carry it all around. My desire is to see both a container that does not use a hand slot and a container that allows movement in the game.


I stand corrected, then! However, that doesn't change the fact that the game doesn't need more container types.

Pain is right in that there are wagons and carts for you to haul chests and stuff around in. While this isn't a simulation and you get yelled at by some assholes for saying "realism", it is "realism" that limits how much we can carry at once.

There are many of us that would like to see the benefits of a more nomadic lifestyle. It was done with somewhat of a success in w3, but since then, things just don't seem to work for it. The biggest deterrent is the prevalence of theft and vandalism and little to no way of penalizing it. The biggest penalty is the heavy reliance on farming and raising livestock (of course, good trading can make up for this). Otherwise, there's absolutely nothing stopping you from doing this now. Just trade with villages in your area.
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Re: New Sacks

Postby LadyV » Thu Jan 26, 2012 9:32 pm

MagicManICT wrote:I stand corrected, then! However, that doesn't change the fact that the game doesn't need more container types.

Pain is right in that there are wagons and carts for you to haul chests and stuff around in. While this isn't a simulation and you get yelled at by some assholes for saying "realism", it is "realism" that limits how much we can carry at once.

There are many of us that would like to see the benefits of a more nomadic lifestyle. It was done with somewhat of a success in w3, but since then, things just don't seem to work for it. The biggest deterrent is the prevalence of theft and vandalism and little to no way of penalizing it. The biggest penalty is the heavy reliance on farming and raising livestock (of course, good trading can make up for this). Otherwise, there's absolutely nothing stopping you from doing this now. Just trade with villages in your area.


I agree you can use carts and wagons. Theft is a problem as you said. It was my intention to add a mid level bag earlier in the game that can log out with you. Yes nomadic is the idea I was going for. Always pinned to the same spot can get boring.

My question is why is adding more items even if different variations of the same general concept bad? I mean custominzation of how you play and player variety keep things interesting. :)
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Re: New Sacks

Postby MagicManICT » Thu Jan 26, 2012 11:39 pm

LadyV wrote:My question is why is adding more items even if different variations of the same general concept bad? I mean custominzation of how you play and player variety keep things interesting. :)


Variations on identical items is just bad, in my opinion. It just causes balance issues, creates headaches for the players, and is difficult to implement. This is a game ran by two guys in their spare time (which they don't have much of right now). It's one thing when it's a commercial project and you are paying artists and programmers to create them and you can clearly see the visual impact it has. However, this is a 2D interface with a 3rd person isometric view and the characters are only about 24 pixels in size (just a rough guess). There's only so much you can do with that.
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Re: New Sacks

Postby LadyV » Fri Jan 27, 2012 12:01 am

MagicManICT wrote:Variations on identical items is just bad, in my opinion. It just causes balance issues, creates headaches for the players, and is difficult to implement. This is a game ran by two guys in their spare time (which they don't have much of right now). It's one thing when it's a commercial project and you are paying artists and programmers to create them and you can clearly see the visual impact it has. However, this is a 2D interface with a 3rd person isometric view and the characters are only about 24 pixels in size (just a rough guess). There's only so much you can do with that.


I agree two people and time does limit input. I still like my idea but I can understand it being difficult. Thank you for your replies.
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