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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: desertfox2126 on December 22, 2011, 05:12:24 am
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Seeing this game is by far the most hardcore mmo ive played, backpacks should be implemented in the game to increase carry weight. Different types of bags and in order for the bag to be used it needs to be in one of the hands
Bag Carry Weight Added
Fanny Pack 1-3lbs
Hobo Bag 5-10lbs
Trash bag 10-25lbs
Duffel bag 10-35lbs
Back pack 35-50lbs
Combat Ruck 80lbs
Just throwing it out there. ;D
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This will actually be of much use especially that after wipe max possible carry weight will be 20 kilos less than now YET resources gonna respawn so you will need more carry weight especially if you are a loner (nothing do do with loner trait)
I support the idea on 95% (i dont like names of some sacks/backpacks) since i had this idea as well!
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It's okay idea. Some notes:
- There doesn't need to be so much variation. 2 or 3 bags is enough.
- They best work so that you just have one in inventory and it incrases CW. No opening bags, taking stuff in and out. Just makes things complicated.
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True
It would be ok if there was a slot for it like for armor (it could actually decrease AC)
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- They best work so that you just have one in inventory and it incrases CW. No opening bags, taking stuff in and out. Just makes things complicated.
Yup. Then engine don't need much changes. If we do it with opening bags style then engine need more changes and updating engine takes forever for that..
2 bags max sounds good for me.
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I thought they already had the ability to open bags ingame already. I remember finding one in Gizmo's room after killing him in FO1 so why would the engine need any changing just to open a bag? Making it so it changes your carry weight might need some work though. I'm not sure how much work is required to make different bag graphics
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I thought they already had the ability to open bags ingame already. I remember finding one in Gizmo's room after killing him in FO1 so why would the engine need any changing just to open a bag? Making it so it changes your carry weight might need some work though. I'm not sure how much work is required to make different bag graphics
It's still very buggy and can produce lots of exploits (sometimes items disappear in there, sometimes they get duplicated). I also agree with avv that it is a bit cumbersome to have the bags as seperate containers within your inventory. As the engine allows lots of new additional item slots in the inventory, creating one just for backpacks would be no biggy aswell. For the start, you don't even need additional graphics rendered on the character model - this can be done later.
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It's okay idea. Some notes:
- There doesn't need to be so much variation. 2 or 3 bags is enough.
- They best work so that you just have one in inventory and it incrases CW. No opening bags, taking stuff in and out. Just makes things complicated.
i feel u for that, just figured the fanny pack (u know that little pouch ur dad always wore on family vacations) as more of a gag. but different bags that can be crafted and bought. but im also just throwing out ideas for the devs
True
It would be ok if there was a slot for it like for armor (it could actually decrease AC)
now that would be a good idea ;D then that would eliminate the need to have it in one of ur hands
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Booo thumbs down.
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Booo thumbs down.
thankyou for taking the time out of your life to say that, thats about a min of ur life i own lol ;D
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I also agree with avv that it is a bit cumbersome to have the bags as seperate containers within your inventory.
But bags allow posting nice array of explosives:d.
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Booo thumbs down.
Why booing and thumbs downing Shonsu?
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Why booing and thumbs downing Shonsu?
To me we're already using a backpack. I mean... how else are we carrying so much stuff?
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To me we're already using a backpack. I mean... how else are we carrying so much stuff?
.... can you fit a mini gun into your backpack?
its just a game. if we can carry alot its just this. http://www.youtube.com/watch?v=3FGZvFZdVbk
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.... can you fit a mini gun into your backpack?
its just a game. if we can carry alot its just this. http://www.youtube.com/watch?v=3FGZvFZdVbk
I was using backpack as a general term. Meaning we are already using some form of carrying device rather than putting things into our pockets. We have a carry weight system. What this generally means is that based on our strength there is only so much weight that we can carry. A backpack doesn't lessen the weight of things. Unless of course we want to add magic devices like a bag of holding.
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I was using backpack as a general term. Meaning we are already using some form of carrying device rather than putting things into our pockets. We have a carry weight system. What this generally means is that based on our strength there is only so much weight that we can carry. A backpack doesn't lessen the weight of things. Unless of course we want to add magic devices like a bag of holding.
no but backpacks do ease barring a load, so in a sense it could increase the carry weight in the game
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I would like to see this implemented, think it is a really good idea all arround (being a miner gets kinda painfull when you dont have pack rat or high STR). They could add it as some sort of implant you can take to permanently increase your carry weight without affecting your strength.
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If you want more carryweight without using a perk or SPECIAL points just take a buffout. CW is fine as it is.
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If you want more carryweight without using a perk or SPECIAL points just take a buffout. CW is fine as it is.
Well some people just have their carry weight high to be a way of life in FO (including me) and buffout only works until ST of 10. Others dont have enough cw for some basic resources manipulation or mining to do crafting effectively. That's why i thought of devices (backpacks) that would allow to carry more. And i proposed some consequences for such feature being availible (lowering AC, not letting run)
Maybe just havng backpack would let you "overweight" yourself not letting you move faster than the walking pace...
For me that would be pretty balanced... What think you?
EDIT: after wipe max possible (converted) cw will be decreased by 21 kilos
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I have idea for balance, and eliminating combat exploits (which i think is the main issue, cause implementing backpacks as a normal item, will bring more 1st alts):
you can use backpack in slot of armor. And the, item adds you carryweight. This way, you simply cannot fight (or its really painful) while hauling.
The additional advantage of this solution is: opponent can see you wearing backpack( awareness), and that gives info about your purpose on particular location.
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That would do well for balance (this is part were your idea is good...) but would not make much sense (...this is part where it's bad)
Armors aren't that bulky that you could not wear backpack on them (see the skin of a guy/gal in BA/CA - they have backpacks already)
That's why i was suggesting AC loss or inability to run to make someone wearing backpack combat inapable
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There is such temporary backpack in game already, it's called "Buffout" :)
Or beer + NPC follower. They have quite large CW.
Maybe some backpacks wouldn't be bad but trading carry weight for speed isn't that great, because if you could carry two times more for travelling 2 times slower, the outcome would be you could transport the same amount of goods in the same time.
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There is such temporary backpack in game already, it's called "Buffout" :)
Or beer + NPC follower. They have quite large CW.
Maybe backpacks wouldn't be bad but trading carry weight for speed isn't that great, because if you could carry two times more for travelling 2 times slower (no ability to run), the outcome would be you could transport the same amount of goods in the same time.
Uh huh... How much posts did you read before posting this? 2? Or just mine? Read again dangnit as i wrote something on buffout
As for the followers - i don't like some tangling npc folower rags getting in my way... i'd rather put a rag on my back finely crafted into a backpack first
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Well some people just have their carry weight high to be a way of life in FO (including me) and buffout only works until ST of 10. Others dont have enough cw for some basic resources manipulation or mining to do crafting effectively. That's why i thought of devices (backpacks) that would allow to carry more. And i proposed some consequences for such feature being availible (lowering AC, not letting run)
Maybe just havng backpack would let you "overweight" yourself not letting you move faster than the walking pace...
For me that would be pretty balanced... What think you?
EDIT: after wipe max possible (converted) cw will be decreased by 21 kilos
i agree with not running that seem like a fair trade off, and if the cw is getting lower by 21 kilos then there would be some sort of need for bags
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First of all "Carry weight" is one of a characters parameters and accountings in builds. So it is not that really need changes.
Secondly it will be much bugged.
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no, it will not be that bugged
if we whant inv items to have an effect just make the comand
for(ech inv item 1 by one)
if(there is backpack)
param CW=base formua+x
else
param CW=base formula
if(other tipe of backpack, or item, like sunglases)
param CH=base formula+1
else
param CH=base formula
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First of all "Carry weight" is one of a characters parameters and accountings in builds. So it is not that really need changes.
Secondly it will be much bugged.
1) But the wipe will change it... I just don't want it to change on the worse side (as well as plenty other players i believe)
2) It won't be bugged as Surf clarified it already:
(...) As the engine allows lots of new additional item slots in the inventory, creating one just for backpacks would be no biggy aswell. For the start, you don't even need additional graphics rendered on the character model - this can be done later.
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First of all "Carry weight" is one of a characters parameters and accountings in builds. So it is not that really need changes.
^This.
For the most part I only have CW problems when I'm on a PvP guy. Or when trying to transfer large amounts of items from one place to another I guess, but I don't think it's worth implementing for those reasons.
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^This.
For the most part I only have CW problems when I'm on a PvP guy. Or when trying to transfer large amounts of items from one place to another I guess, but I don't think it's worth implementing for those reasons.
That's a reason to consider it in your character build.
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That's a reason to consider it in your character build.
Cosider WHAT!?
Write more clearly
EDIT:
^This.
For the most part I only have CW problems when I'm on a PvP guy. Or when trying to transfer large amounts of items from one place to another I guess, but I don't think it's worth implementing for those reasons.
May i remind you thatafter wipe resources will be spawned so in order to get some fair amount as a loner you'll need much cw for having a chance of grabbing them before PvP apes will get back to that place to guard respawn...
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Combat armor has backpack built in :)
(http://i742.photobucket.com/albums/xx64/sunsmoke299/firstalbome/falllllooout.gif)
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Great! You get a "Not-Reading-Previous-Posts" Award!
(...)see the skin of a guy/gal in BA/CA - they have backpacks already(...)
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Here comes additional idea:
Pocket vests (or anything like it) - you place it into armor slot and it increases your carry weight (it would hawe like 0-10% DR of each type and 0-1 DT of each type
So it would give virtually no protection but but let you carry more - a decent trade off i'd say
Add a slot for backpack to it (while wearing it doesn't let you run) you become a very vulnerable packmule... Only walking pace with no protection in exchange for greater cw is still balanced imo
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I always used the bags/packs in FO1 as storage containers. good for organizing stuff, and dropping them where ever I was basing myself at the time. Would help keep a clean tent too. If I wanna go pvp, I could walk up to my pvp bag, pick it up, take-all, drop the bag, and head out. if I want to pve, there's a pack for that. crafting? There's a pack for that. It'd be even better if you could lock them up. faction crafters could make "Go-bags" for big ops, assigned to different people by keys. but then again that's what lockers are for.
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Necrobumping this thread.
Now that we have containers that can be picked up with Science (if empty), i'm sure there is a way to create such a container called Bag, which can be placed in inventory with Science (full with stuff you packed in).
It's just a issue with calculating weight.
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This would actually be extremely useful.
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+1
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So, I started using my non-existant brain when reading this through. I see the addition of back packs as a great way to alleviate one problem of characters not having the required amount of carry weight, thus making a bit less alts. Possibly, there could be no perks that give you carry weight, just back packs that can be crafted. And that's where the problems would start. If the back packs are very easy to get, a question arises, why not just raise the overall carry weight? If the back packs are hard to get, people are less likely to use them as nobody would want to lose something that they spent last hour trying to craft. In my opinion there should be no profession requirement for back pack crafting, in worst case scenario, you should need a bit in OD skill. In my opinion the additional carry weight should be just added and no "containers inside containers inside inventory". Let's not make this unnecessarily complex, shall we?
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Similar idea is an internal proposition since some time. But it probably won't happen before scripted GUI rework, so "soon" or later than "soon". If the interface rework would be taking too long (like 2 years) it may be done earlier though. But anyway, until something is really done, nothing is certain, so don't get overexcited.
What is planned is a special "accessory" slot for one extra item giving some passive bonus of special kind. Basically any part of gear that isn't armor or helmet. Could be a backpack giving bonus to CW, or glasses giving bonus to perception, rubber boots allowing you walk on green goo etc. It wouldn't represent any specific part of body, just a kind of extra gear that you don't have to hold in hands all the time and that isn't armor or helmet. At any time you could wear only one (if you have such item). You would have to make a dramatic choice ;) what kind of accessory is best worn in specific circumstances.
Here is a little mock-up of interface window with additional accessory slot:
(https://i.cubeupload.com/a4VUY1.png)
One type of those accessories would be items giving bonus to CW. Purses, courier bags, military backpacks etc.
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One type of those accessories would be items giving bonus to CW. Purses, courier bags, military backpacks etc.
This is impressive.
So, the whole inventory in a bag can be dropped with single action, when unequipping the bag from the accessory slot?
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This is impressive.
So, the whole inventory in a bag can be dropped with single action, when unequipping the bag from the accessory slot?
Technically speaking, all the carried stuff won't be in the bag, it was supposed to just give bonus to CW. But now, when I think about it, maybe it's not a bad idea to drop everything if you drop the bag directly from the slot. Although I think you should be able to drop all items anyway.
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Similar idea is an internal proposition since some time. But it probably won't happen before scripted GUI rework, so "soon" or later than "soon". If the interface rework would be taking too long (like 2 years) it may be done earlier though.
Not to sounds like a moron on this one but you might want to ask a few players to help you with this one.
Since many of them have made modified interfaces in the past that look pretty good.
Couldn't hurt imo.
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Not to sounds like a moron on this one but you might want to ask a few players to help you with this one.
Since many of them have made modified interfaces in the past that look pretty good.
Couldn't hurt imo.
The GUI rework is a huge scripting job, it's not about the look but about how the things work "under the hood".
One of those things that players can't see directly, but it will make things much better for developers, and in the
result it will hopefully allow many new things that players can see to be done much easier, faster and better.
If it was about modifying interface picture and updating .ini I could do it myself in one evening.
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Technically speaking, all the carried stuff won't be in the bag, it was supposed to just give bonus to CW. But now, when I think about it, maybe it's not a bad idea to drop everything if you drop the bag directly from the slot. Although I think you should be able to drop all items anyway.
So, we're speaking here about a item which modifies the CW and a mechanism to generate a cratelike Bag item on the ground, with the contents of the player's inventory?
(When Bag is unequipped from accessories slot and dropped on the ground)
Just dumping the inventory on the ground as "Drop All" function could be certainly a option, too, but yet...
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link to similar topic: http://fodev.net/forum/index.php/topic,15719.msg129871.html (http://fodev.net/forum/index.php/topic,15719.msg129871.html)
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Hmm the second one seems more practical.
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So, we're speaking here about a item which modifies the CW and a mechanism to generate a cratelike Bag item on the ground, with the contents of the player's inventory?
(When Bag is unequipped from accessories slot and dropped on the ground)
Just dumping the inventory on the ground as "Drop All" function could be certainly a option, too, but yet...
The initial idea was that, for example a bag accessory item would give, let's say +50 CW when placed in accessory slot. And that there would be other accessory items giving other various passive bonuses if placed in this slot instead of the bag. I didn't think that the bag itself would work like a container or have any other special function beside a bonus.
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(https://i.cubeupload.com/a4VUY1.png)
I am gonna say......
Split the head between the face and skull. Yes, this means wearing a helmet AND a mask at the same time, but that is how it really works....
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I think there is no need to overly complicate things. Metal mask is a headgear, we could just as well replace it with "iron horned helmet", but it doesn't matter.
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I think there is no need to overly complicate things. Metal mask is a headgear, we could just as well replace it with "iron horned helmet", but it doesn't matter.
Really not the same thing, but I'll elt it go at that.
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Head protection item is head protection item. Think less about how it looks and more what purpose it serves in the game.
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Head protection item is head protection item. Think less about how it looks and more what purpose it serves in the game.
I was.