Magic backpack system.

Post » Sat Feb 19, 2011 5:26 am

If there is one thing in games that always kinda irks me, but is hard to work around without annoying players, is the ability to carry 10 swords, a few bows, 5000 arrows a dozen armours and more.
Personally, I'd love for there to be a magic pack system. Standard bags, magic bags and even epic bags that allow you to magically carry more.
A bit along the lines of dimensional pockets in d&d games.
So, basically you'd either buy different kinds of bags, or if lucky find some.
At the beginning of the game you won't be able to carry much beyond what you wear, but as you progress and find better bags you'll be able to carry more and more.

This would be more realistic. Well, as far as you can consider magic to be realistic. Otherwise I'm imagining me as a scrawny thief that silently walks out of a house with 200+ lbs in metallic items he is somehow able to drag behind him.
So, when I say realistic I meant it as in realistic in the way of a fantasy setting with lots of magic all around us.


Edit:
For a somewhat better explanation. I do not mean bag of holdings where you can have thousands of items which weigh nothing.
The bags might give you some reduction in weight (whether they do or not I don't care too much), but nothing major. So it would still be dependent on your strength.
The difference would be the amount (size wise) of items you could carry. Even a Nord with enough strength to carry 1000 lbs of stuff would struggle finding room for 20 heavy armour suits and a load of swords and other random stuff.
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Far'ed K.G.h.m
 
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Post » Sat Feb 19, 2011 7:25 am

I think a good wya of handling this, especially in the unlikely event of losing attributes, would be to have a base carry weight that's quite low, and then *fix feather so it works* and have feather enchanted bags easily available. The advantage here is that warrior types can carry a lot because they're strong and can murder people with better equipment, stealthy types can always just steal one, and magic types can make their own. But either way, everybody gets a sensible lower limit, and a sensical upper limit.
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Casey
 
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Post » Sat Feb 19, 2011 1:56 am

I liked the inventory system Diablo II used.

The amount of things you could carry was determined by their size, not their weight.

Maybe come up with some sort of middle ground, where size and weight are both factors.
Maybe something along the lines of the space limited inventory, combined with the more weight you carry, the slower you move.

I don't like the "bag of holding" concept. There has to be limits... just from a forced decisions stand point. Sometimes you have to drop something you want to keep, because there is something else that you want more lying on the ground, and you'll be over encumbered if you carry both.
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roxanna matoorah
 
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Post » Fri Feb 18, 2011 6:44 pm

I liked the inventory system Diablo II used.

The amount of things you could carry was determined by their size, not their weight.

Maybe come up with some sort of middle ground, where size and weight are both factors.
Maybe something along the lines of the space limited inventory, combined with the more weight you carry, the slower you move.

I don't like the "bag of holding" concept. There has to be limits... just from a forced decisions stand point. Sometimes you have to drop something you want to keep, because there is something else that you want more lying on the ground, and you'll be over encumbered if you carry both.


Well, of course there has to be some limits. Maybe I should have explained it better.
The way the crap to good backs would work was the amount of items(size of it) would depend on how good a bag you're using. There might be a slight drop in weight, but the weight you carry would still mostly be determined by your strength.
But, even with 100 strength you shouldn't have room for 20 heavy armour suits.
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Damien Mulvenna
 
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Post » Fri Feb 18, 2011 11:52 pm

I only wish for the inventory to be easier to use, and no more BIG font, BIG icon, BIG UI design for the PC.
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Sara Lee
 
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Post » Sat Feb 19, 2011 6:24 am

More realistic doesnt mean better,so no.
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sarah simon-rogaume
 
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Post » Fri Feb 18, 2011 7:04 pm

I don't like the idea of a magical backpack, it's like taken straight from Harry Potter and another book I read. Instead, we simply shouldn't be able to carry so much, but the things we could carry would be more valuable. A simple max encumberance level would be (with Oblivions weight of items) around 300 for those with max strength. Also, arrows should weight more: You'll need the back pack thing for arrows that would weight something like 3, able to have 30 arrows in it, each arrow weighting 0.2 = 9 per 30 arrows.
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neil slattery
 
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Post » Sat Feb 19, 2011 4:55 am

This is not D n D.
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Verity Hurding
 
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Post » Sat Feb 19, 2011 12:01 am

Nah, don't want a bag of holding. Who needs it when you can aldready carry 5 bows and 2 swords plus armor? :shrug:

Oh, and picked "absolutly, it makes carrying tons of arrows more realistic" for..magic quivers. I just liked the contradiction :)
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Tamara Primo
 
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Post » Sat Feb 19, 2011 2:47 am

Well, at least this topic proves that you guys don't want everything in the game. :P

I do again have to say I don't mean bags of unlimited holding with zero weight as in d&d games. ;)
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Sara Lee
 
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Post » Fri Feb 18, 2011 5:55 pm

There's this mod for Oblivion, called "Ancient Towers". So basically you unlock the towers and inside you find a ton of things to do. There are rooms for spell creation, rooms for crafting, for training, a map room etc. But there's this room, full of chests, each labeled differently: "Elven Armor", "Daedric Armor", "Leather Armor".... and the same goes for weapons and misc. items. There is also this separate section in one of the towers, only for storing ingredients, sorted alphabetically. So, instead of magical bags, we could have a similar "storage room" for all the people that "want everything in the game".
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Marion Geneste
 
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Post » Fri Feb 18, 2011 7:49 pm

I don't care. There is no option for it so I did not vote.
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OJY
 
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Post » Sat Feb 19, 2011 5:54 am

There's this mod for Oblivion, called "Ancient Towers". So basically you unlock the towers and inside you find a ton of things to do. There are rooms for spell creation, rooms for crafting, for training, a map room etc. But there's this room, full of chests, each labeled differently: "Elven Armor", "Daedric Armor", "Leather Armor".... and the same goes for weapons and misc. items. There is also this separate section in one of the towers, only for storing ingredients, sorted alphabetically. So, instead of magical bags, we could have a similar "storage room" for all the people that "want everything in the game".


Ah, didn't mean it in that way. Meant it in a way that I've read in so many threads that people here vote massively yes on every feature.
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neil slattery
 
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Post » Fri Feb 18, 2011 8:33 pm

from a gameplay perspective they need to have lower weight just because its too easy to get ridiculous amount of loot from enemies since you can get all of their armor and their weapons. you shouldnt be able to carry more than a few swords and one or two extra sets of armor. if someone really wants to loot an entire dungeon and get easy money then they should make extra trips or use pack animal if they have them in game. the carts from daggerfall and the pack animals (mod) from morrowind were perfect ingame ways of carrying obscene amounts of loot. you parked your packrat in front of the dungeon and went in and cleaned it out then proceeded to load him up. the downside to having this exploit was that you were slower and had to weight for the packrat to catch up with you. its a nice balance.

another good way to solve it would be to have the mojave express put into skyrim. :)
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Cash n Class
 
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Post » Fri Feb 18, 2011 10:30 pm

I understand what you mean. It's kind of like the bag system in WoW. There are different types of bags that you can use, each type allows for an extra amount of items to be carried. Bag X had 13 slots and when you equipped it you could then carry an extra 13 items. You want something like that I think.

So say the base carry amount is 200. You can also carry 5 of these bags. So you go to the store and you buy 3 bags with 50 encumbrance each, 1 with 60 encumbrance, and one with 100 encumbrance. You equip the bags and you go from 200 to 510 encumbrance (200+50+50+50+60+100).

You can't equip more than 5 bags so if you find another bag that has 100 encumbrance you have to replace one of your other bags. So you equip that one instead of a 50 bag and your encumbrance goes up a net 50 points ((510-50)+100) This way you can carry a lot more, but if the maximum encumbrance a bag can add is 100 points then you will never be able to have more than 500 more encumbrance through bags. I like this idea.
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Tracy Byworth
 
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Post » Sat Feb 19, 2011 12:48 am

I liked the inventory system Diablo II used.

The amount of things you could carry was determined by their size, not their weight.

Maybe come up with some sort of middle ground, where size and weight are both factors.
Maybe something along the lines of the space limited inventory, combined with the more weight you carry, the slower you move.

This.
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Amy Gibson
 
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Post » Sat Feb 19, 2011 12:51 am

I can really only speak based on what happened in Oblivion since that's what I presume this game will resemble most.

I had no money to start, but needed a lot of it. I'd then go clear a dungeon and get money, but I had to make four trips to clear one cave.

Then, suddenly, I had the houses.

I used alchemy, but buying two sprigs of lavender simply doesn't cost much, and that's all anyone ever carried in stock. By this stage I was making 5k a trip, easily.

Before I even noticed it, I had 200k saved up - and not because I was selling everything I ran across or because I was a tight-wad. I spent money on everything I could find. The problem was the availability of the items I actually needed.


In the end, all the weight limit did was make being low level really dull and wasted time. I'd make 5 trips to town instead of one. By the time I could carry everything I wanted to carry, I had no need to carry it any more. I still pick up magic items - sometimes. I will sometimes still pick up daedric daggers too, just because.

The weight limit was very tedious and annoying early in the game though, and it had about zero impact later in the game because I wasn't carrying much anyway, and even if I wanted to... I could.


I don't see a problem with letting people have bags of this nature. Perhaps one item that starts off fairly conservative - say it holds 50 pounds to start with (just like a low level feather). Maybe it feeds on certain types of magical items, or gems, or a particular plant type. As you go through the game you continue to power it up and the amount it can hold will continue to increase over time if someone's interested in that sort of thing.

I wouldn't mind that.

I did find the weight restriction to be tedious, monotonous, and at times downright stupid though. It got in the way of enjoying the game for me.
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Alycia Leann grace
 
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Post » Sat Feb 19, 2011 4:23 am

Voted no. Make it more on par with FONV system where you can put stuff onto two companions, in the process having a slightly more restrictive feel to what you can carry. But these two slots could also be used for a horse and cart, and you could have a companion and hand cart as well. Summoned companions would probably be the best fighter companions, but you can't access their "inventory". Horse and cart give the carrying bonus, but not real fighting (just the basic horse self defense like in Oblivion). Humanoid companions are the mixed bag, can carry stuff and fight, but doesn't excel in either.
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Timara White
 
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Post » Sat Feb 19, 2011 8:48 am

I think Alaston's point is a valid one, especially if we are going to be leveling up faster.... I like the idea of a bag enchanted with feather at a lower weight limit, but not an extra 300 lbs of feather. The developers could easily control this by limiting amount of bags carried. I also like the idea of some kind of pack animal (why not have a stables in town to keep the animal like they did in Oblivion?) that moves slower or having mark and recall enchanted rings early in the game. Depending on how the game is made, it sounds like having some available currency early on in the game will be vital. There has to be a balance for a person whose main goal is to get through the main quest without having to resort to outlandish tactics to have the gear he needs available vs. the person who wants to live in the world, collect etc...Being able to buy or use a dwelling where you stuff doesn't randomly disappear fairly early on may be key in solving this.
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Oyuki Manson Lavey
 
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Post » Sat Feb 19, 2011 3:10 am

I'd want inventory as a sack or a backpack.
I would want rare magic bags (of holding), but very rare and not labeled as such; (meaning you'd have to try to fill them to notice). I'd want regular bags to be commonplace; Where you could dump a sack of potatoes in the market and keep the sack.
Support for three small sacks (that show up on the model).

arrow quivers should usually be the normal kind, but the bottomless magical kind could exist. (preferably rare).




I would not be surprised at all if Skyrim adopts many systems from Arx Fatalis (Zenimax bought Arkane ~it's developer). Perhaps they won't or never thought to... but I doubt it.

Arx had bags, had cooking, had ladders, ....... My gosh, I wonder if they didn't buy Arkane for the engine!? Its very very similar in a lot of ways.

~Anyone that wants a look can find it on GOG.

Sad day If they canceled Arx 2 for selling the engine though. :( (this is purely oddball speculation)
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Janette Segura
 
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Post » Sat Feb 19, 2011 1:32 am

For my playstyle, there should be a reasonable total weight one can carry, based on strength. I could accept, however, the idea of the cart like they had in Daggerfall, for use on certain occassions. For Skyrim, It could be a hand cart, or one pulled by domestic animals. I am curious to see how the game will address this issue, however.

edit: minor typo
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Isabella X
 
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Post » Sat Feb 19, 2011 9:37 am

Absolutely not. No way, shape or form.

If youre that irked about carrying 10 swords (I dont even get what the problem is.) pretend youre carrying a standard bag of holding, an age old RPG staple.
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Jhenna lee Lizama
 
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Post » Sat Feb 19, 2011 8:11 am

If youre that irked about carrying 10 swords (I dont even get what the problem is.) pretend youre carrying a standard bag of holding, an age old RPG staple.
In a way... I would tend to agree. Fallout 1 let you pull a 65 pound minigun out of your jumpsuit, then switch to a rocket launcher with several shots in reserve.
Its a case where gameplay trumps realism, but IMO it works best in an abstract game; for games that are striving almost maniacally toward realism, it just looks http://www.youtube.com/watch?v=-2XMxHrkyoA&feature=related.

(My preference would be to remain in the abstract and keep the gameplay, but that's not going to happen)

I liked the way Halo:combat Evolved handled weapons, but I too found myself juggling three guns by tossing one of them ahead of me and picking it up after tossing another. Shooters are about shooting, and gameplay should generally trump reality in a single player shooter; but it really depends on the game. (same goes for RPGs).

I liked Arx Fatais' method. You had bags (and could get more of them), and it gave you places to put your stuff; Like Diablo though, the items took up a certain number of spaces in a certain direction... which meant that you really had to move stuff around once space became tight, and you might not have room for it all.
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Everardo Montano
 
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Post » Sat Feb 19, 2011 2:56 am

I think there should be a weight allowance based on strength (and if the Strength attribute is removed, then maybe a perk)
if there were backpacks, they should not be magic, meaning they have a limit and should be shown on the character's back.
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Nicholas C
 
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Post » Sat Feb 19, 2011 7:56 am

In a way... I would tend to agree. Fallout 1 let you pull a 65 pound minigun out of your jumpsuit, then switch to a rocket launcher with several shots in reserve.
Its a case where gameplay trumps realism, but IMO it works best in an abstract game; for games that are striving almost maniacally toward realism, it just looks http://www.youtube.com/watch?v=-2XMxHrkyoA&feature=related.

(My preference would be to remain in the abstract and keep the gameplay, but that's not going to happen)

I liked the way Halo:combat Evolved handled weapons, but I too found myself juggling three guns by tossing one of them ahead of me and picking it up after tossing another. Shooters are about shooting, and gameplay should generally trump reality in a single player shooter; but it really depends on the game. (same goes for RPGs).

I liked Arx Fatais' method. You had bags (and could get more of them), and it gave you places to put your stuff; Like Diablo though, the items took up a certain number of spaces in a certain direction... which meant that you really had to move stuff around once space became tight, and you might not have room for it all.


I'm fine with the abstractions staying. I'm mean really you'd be traveling with at the very least a mule and maybe a horse and wagon just to keep you in food and water. So instead of having a horse and wagon and having you run in and out of a cave schlepping loot to the wagon, they abstract it and say you carry a crap ton of gear. I'm okay with that. I have no desire to run back and forth from a cave to my wagon or mule train so I can loot the dungeon I raided.
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Iain Lamb
 
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