Cyberkilla

Admin

Total Posts: 5,981
Online Status: Offline
Wed May 19 19:07:26 EDT 2021

I'm in the middle of rethinking some item-related mechanics in the game, and I think this is going to become a problem once we're carrying around resources like wood, etc.

Any thoughts on how we should implement stacking? I was thinking:

  • Certain types of items can be stacked, but not all
  • Split these items into a separate tab on inventory page, perhaps "Resources"
  • The size of a stack/pile depends on the item, so "bigger"/"heavier" stuff can only stack in groups of 5, whereas some light stuff might stack in groups of 50. Just pulled those numbers out of thin air as an example.

That said, I want to keep things as simple as possible. There are two issues I want to solve:
  • Quest items generally shouldn't have a weight to them, as you need to be able to carry them. Not sure what other games do. Do the likes of Skyrim apply weight to quest items? (smiley) I could probably just google that...
  • We don't want a huge scrolling list of 50 separate piles of salt, etc., so visually they'll be grouped. In the backend, I'm not so sure... separate is easiest, but a quant*ty field would be more efficient. That's my problem though. None of this blocks resource node functionality, I just want to get the ball rolling on thinking about phase 2 (smiley)


Invisible War ][

DemonicJ

Member

Total Posts: 155
Online Status: Online
Fri May 21 22:20:06 EDT 2021


Post deleted by admin

Edited 2 time(s). Last edited by DemonicJ @ Sun May 23 8:04:58 EDT 2021

Emperor Zurg

Member

Total Posts: 9
Online Status: Offline
Mon May 24 6:57:12 EDT 2021


Post deleted by admin


KVZ

Member

Total Posts: 10
Online Status: Offline
Sat Jun 12 5:46:13 EDT 2021

Resources in game sounds cool! Stacking is needed then.

(smiley) I click links back when I am on-line (smiley)
This player is Godlike!

Jyreeil

Member

Total Posts: 90
Online Status: Online
Thu Jun 17 4:03:11 EDT 2021

I think that the best policy should be unlimited stacking.  Now that you mention it I was thinking about Runescape and how there are banks littered throughout the world.  Possibly we could do something like that, but for now having it readily available from anywhere is good.

Just thinking about how in RS you would mine or wc and you can walk all the way to a bank with your stuff or just power level(meaning drop everything you gather just to raise your level).  That is not ideal which is why I say just give an unlimited stacking.

Depends what the goal is though, like are we mining 100s of ores to level up?  if so then stacks of 5 is not enough.  Are we mining 1000s to level up?  if it's only 10 then maybe stacks of 5 would be okay.  But, I think that other game devs have mostly found out that it's easiest to be able to keep everything in your inventory.

Now something I just thought of was the idea of actually finding someone in a world with items and being able to maybe pvp them and whoever loses drops their resources and respawns back at the world spawn point.  This would present a bigger need to store things in the bank.  Stuff like gear though I think should be exempt from that because of the high difficulty in getting them.

TL;DR  Make mining and woodcutting in the same vein of the rest of the game(get it quick but requires a lot to level up).  I think to go along with that just let there be unlimited stacks.  Something that can maybe go along with that is to have pvp maybe steal a portion of the resources that are on hand(meaning you would ba able to deposit resources in the bank also).

Hows it going, and have fun.

Cyberkilla

Admin

Total Posts: 5,981
Online Status: Offline
Wed Jun 23 15:16:05 EDT 2021

I often try to tie people to the world more, but it's invariably met with resistance (smiley)

My thinking is, have stacks of reasonable amounts of resources. Perhaps 50 planks of wood, etc. After that, you start a new stack. If you want to store obscene amounts, you can store it in the player/guild vault, and possibly in chests/cupboards in the world.

I don't think we should do infinite resource holding, as even the likes of Skyrim punishes you for that with an inability to fast travel and slowed walking pace. Potentially we could do some sort of "you are overburdened" debuff/effect.

Needs a bit more thought. At least there seems to be consensus that we do need stacking of some kind though, so that unblocks starting work on it.

Thanks for the feedback (smiley)

Quote from Jyreeil
I think that the best policy should be unlimited stacking.  Now that you mention it I was thinking about Runescape and how there are banks littered throughout the world.  Possibly we could do something like that, but for now having it readily available from anywhere is good.

Just thinking about how in RS you would mine or wc and you can walk all the way to a bank with your stuff or just power level(meaning drop everything you gather just to raise your level).  That is not ideal which is why I say just give an unlimited stacking.

Depends what the goal is though, like are we mining 100s of ores to level up?  if so then stacks of 5 is not enough.  Are we mining 1000s to level up?  if it's only 10 then maybe stacks of 5 would be okay.  But, I think that other game devs have mostly found out that it's easiest to be able to keep everything in your inventory.

Now something I just thought of was the idea of actually finding someone in a world with items and being able to maybe pvp them and whoever loses drops their resources and respawns back at the world spawn point.  This would present a bigger need to store things in the bank.  Stuff like gear though I think should be exempt from that because of the high difficulty in getting them.

TL;DR  Make mining and woodcutting in the same vein of the rest of the game(get it quick but requires a lot to level up).  I think to go along with that just let there be unlimited stacks.  Something that can maybe go along with that is to have pvp maybe steal a portion of the resources that are on hand(meaning you would ba able to deposit resources in the bank also).


Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Wed Jun 23 15:16:31 EDT 2021