You are over-encumbered.

Post » Thu Mar 03, 2011 5:56 am

Stalker has a good system. When your over weight your stamina goes down REALLY fast, and when it hits zero you can't move. You then have to wait for your stamina to come back. You can still run and walk while over weight, but you can't get very far before it goes down. Once you reach a certain limit you can't move. The only problem with the System was that the weight limit was too small. If they implied it to Skyrim with the right limit, it should work.
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Laura Elizabeth
 
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Post » Wed Mar 02, 2011 7:58 pm

You are over-encumbered.

You do not have enough room to drop this item
You do not have enough room to drop this item
You do not have enough room to drop this item
You do not have enough room to drop this item
You do not have enough room to drop this item
You do not have enough room to drop this item
*hits escape*
*load game*


Has happened to me a bunch of times. Yes, it is broken.

In Fallout New Vegas when stuck in a rock.

You can't fast travel while falling.

"Hits esc"
"TURN GAME OFF"

I like the FO3 system. I don't care if it's realistic or not.
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FirDaus LOVe farhana
 
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Post » Thu Mar 03, 2011 3:25 am

Honestly if any kind of teleportation is back they should not let you pick items up if you go over the weight limit.
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David John Hunter
 
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Post » Wed Mar 02, 2011 10:36 pm

I want a donkey to carry my stuff. Or a slave. A hot slavegirl. I am still weighing my options...
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Emily Graham
 
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Post » Wed Mar 02, 2011 5:30 pm

This falls in the same category as 'No more soul gems and unlimited charges for enchantments.'

No. I do not want this game baby-fied, I do not want more features removed. I want a challenge, I want to have to use my thinking brain.
It is perfectly logical a person can only carry so much. So I look at weight to value ratio, or zomg me wanna factor.

These kind of limitations exist for a reason. They add a layer of strategy. This isnt some shooter where you have unlimited ammo and just go go go through levels, only ever worrying about your health level.
It is perfectly logical a person can only carry so much.
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Rowena
 
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Post » Wed Mar 02, 2011 3:44 pm

What I think should happen when you pick up an object beyond your weight capacity is the object falls back to the ground. Or let's say you are grabbing everything off a dead body and there's more than you can carry, after you exit that grab screen the items you just grabbed should fall to the floor automatically until you are not over encumbered.

Just seems to make more sense, especially if you are being attacked suddenly, it would make for a seamless transition instead of having to pause and drop stuff.
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Harry Leon
 
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Post » Thu Mar 03, 2011 5:20 am

I want a donkey to carry my stuff. Or a slave. A hot slavegirl. I am still weighing my options...


...or an army of mudcrabs.
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Jodie Bardgett
 
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Post » Thu Mar 03, 2011 4:33 am

What I think should happen when you pick up an object beyond your weight capacity is the object falls back to the ground. Or let's say you are grabbing everything off a dead body and there's more than you can carry, after you exit that grab screen the items you just grabbed should fall to the floor automatically until you are not over encumbered.

Just seems to make more sense, especially if you are being attacked suddenly, it would make for a seamless transition instead of having to pause and drop stuff.


That makes sense, but then youd get the problem of never ever finding that diamond again in the high grass.
Both in Morrowind and Oblivion Ive lost small items by dropping them. Ebony in Morrowind was a pain to find again if you had to put it down in a cave, and in Oblivion things just rolled away.
Maybe the game could drop em in a hard to miss sort of loot bag?
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Oyuki Manson Lavey
 
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Post » Thu Mar 03, 2011 1:23 am

Maybe the game could drop em in a hard to miss sort of loot bag?


I could live with that, maybe they could drop it starting with the heaviest item thus greatly reducing the chance of needing to drop a 0.5 weighted item. But a loot bag would work.
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CYCO JO-NATE
 
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Post » Wed Mar 02, 2011 11:30 pm

On a more serious note, I think you should freeze to the spot. YES it is annoying, but it is more realistic!


Being able to carry 400 "weight units" (I always thought them pounds) without any problem, and suddenly grinding to a halt at 401 does not fall under any definition of "realistic" that I'm familiar with.





(Not that I'm advocating a system where you lose speed while you're still within your carrying capacity. I'm not looking for "realism" there, I'm looking to carry lots of loot. :) )
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Killer McCracken
 
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Post » Wed Mar 02, 2011 6:11 pm

There should be several encumbrance limits, like this:
X = You've reached the first encumbrance limit, your movement speed and stamina is reduced depending on your overweight, and you can't fast travel.
Y = You've reached the second limit, you can't move at all.
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Tamara Primo
 
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Post » Thu Mar 03, 2011 5:48 am

Whatever they do decide to do, I really hope they just keep it simple. There should be exactly one (and only one) point where you become encumbered. When you hit that point you either stop in your tracks or you move very slowly.

There should not be multiple levels of encumbrance. Encumbrance should have no impact on anything other than your ability to move. You shouldn't slow down based on a ratio of current weight versus available weight. Just one point - when you reach it, that's when you feel it. Not before.

Encumbrance is stupid to begin with. Let's not make it even more so by throwing in multiple levels and varying effects.
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Honey Suckle
 
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Post » Wed Mar 02, 2011 8:15 pm

100 speed , 100 athletics 209.09 weight = Running like forest gump
100 speed , 100 athletics 210.00 weght = Frozen to the spot :shrug:

Hope it is made like fallout 3.
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Daramis McGee
 
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Post » Thu Mar 03, 2011 2:34 am

Meh, I prefer it when you just walk really slowly when over encumbered. That way you can still get around short distances, and quite frankly, if someone wants to pick up half a truck worth of junk and spend the next half-hour hobbling off to the nearest town to sell it off, I don't think there needs to be a game mechanic to stop him from doing that.
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Chloe Yarnall
 
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Post » Thu Mar 03, 2011 3:29 am

2 words: pack mule

and if you get encumbered where your mule cannot follow too bad. you'd better prep yourself before any dungeon crawl. empty as much inventory as you can onto the mule. plan ahead. if the mule is getting too much you have to go sell stuff or store it at your home in storage of some kind. that sort of thing.
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Daniel Brown
 
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Post » Thu Mar 03, 2011 2:31 am

Anything but the gradual slowdown from Morrowind. That was really annoying, and add in the fact that running constantly reduces fatigue walking between places suddenly become really slow.

Fallout 3's system was good, it let you reach a container you wanted to put your extra stuff in.
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bimsy
 
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Post » Wed Mar 02, 2011 7:02 pm

Well... when you think of it (dropping items actually causes the world to react this time around). I hope weight has major restrictions to it as no one can carry more than one suit of armour, while taking on enemies (especially heavy plate mail). you should have major carrying restictions, and the ability to hid items in the ground (dig a hole and cover) to return to at a later time.

:flamethrower: away
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chirsty aggas
 
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Post » Thu Mar 03, 2011 1:19 am

Rather than reducing speed gradually, it could reduce fatigue recovery. Walking should generate a tiny amount of fatigue, and running a lot more. By carrying too much weight, you'd reach the point where you would lose fatigue by walking faster than you regenerated it. Choices are: drop something, stop to rest every so often, or chug potions, cast spells, etc. to keep going. After a higher weight point, you'd lose more fatigue in a single step than you'd regen in a second, and be totally incapable of moving with that much weight, but it would be a LOT of weight (essentially as much as your character could "dead-lift"). That should model the realistic effects of over-encumbrance more accurately than the current "move normally at 400, stop cold at 401", and wouldn't be all that difficult to calculate or apply.

As far as I can figure it, a unit of weight in TES is somewhere in the "quarter pound" or "100g" region. A 40 weight-unit weapon would weigh roughly 10 lbs. (or around 4kg), which is still too much to acually fight with, but light enough that you could reasonably carry it around. A 200 encumbrance limit, typical maximum for a starting character, would be about 50 lbs.: a heavy load for any kind of hike, but light enough that you could still walk around locally without stopping every few paces.
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Mistress trades Melissa
 
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Post » Thu Mar 03, 2011 12:01 am

You lose hp when you try walking when over-encumbered and you lose more health the more encumbered you are, that might be feasible. Makes it possible to merchant as long as you have a ton of health potions or are a beast lol.
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W E I R D
 
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Post » Wed Mar 02, 2011 6:46 pm

This was my normal state....constantly.

I do prefer the way it's done in Fallout. If I'm carrying too much, all I can do is inch along. That's more realistic...as if carrying 123 missiles was realistic. :D No, seriously, moving slowly would be fine by me.

:tes:
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Sarah Bishop
 
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Post » Wed Mar 02, 2011 9:34 pm

In an ideal world...

Slaves: will accompany you on your adventures, carry for you, but may run if you're attacked, reacting differently depending on the race of the slave, as well as who the enemy is.(may drop all loot and run, run dropping a trial of loot, keep items run and hide until combat ends, run to water so destroying perishable items like herbs, meat and scrolls.)
Servants: carry less than a slave but you can equip your servants so they can protect your loot.
Mule: carry more but unable to reach all the places a humanoid can... and increases the likelihood of being attacked by wild beasts.
Horse and cart: road use only, operated by slave or servant, mules can be tethered behind it but doing so increases both chances of bandit and beast attack.
Haulage companies: can carry any amount of loot from town to town but renders your goods vulnerable to theft both of individual items and if you're unlucky entire loads.
Docks: more secure than a haulage company but also more expensive.

Could be a really interesting part of the game, with players setting up trade routes and in doing so increasing interaction of what have in the past been present but idle NPC's and venues.
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lauren cleaves
 
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Post » Wed Mar 02, 2011 7:23 pm

I don't really care that much about it... There's no sense on being realistic about the encumbrance when the idea of carrying all that stuff to begin with is so unrealistic. Where does the character put it all anyway? How can you run around with three cuirasses at once, when you're already wearing a full set of armor, carrying a couple swords, multiple potions, etc. Do our characters have magical pockets or something? We don't even have travel packs.

It's a game. I realize that. IMO, go with the Fallout 3 method. Not being able to move at all is just annoying.
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e.Double
 
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Post » Thu Mar 03, 2011 12:07 am

I thought the way the encumbrance limit stops you was to make it more convenient for the player. It's more lenient than most games, where it would just not have any more slots in the inventory to put things in or have a message that says "you can't pick up any more".

Oblivion and Morrowind let you pick up all the items temporarily, view everything in the same list, and then decide what to keep. I'd be happy if they just keep it the same.
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Benjamin Holz
 
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Post » Wed Mar 02, 2011 10:48 pm

I always though the emcumberence system was unrealistic anyway. Should even the biggest nord be able to wear a full set of daedric and have five axes/swords? or be able to carry hundreds of potions because they weight 0.1 each?

And then why would one extra gram stop him in his tracks when he was running around before with little trouble?
Everything you carry to should be accounted for on your person, for example a sword on your back and a dagger on your waist, and a potion belt with all the potions you have in it, and that's all you should be able to carry.
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Keeley Stevens
 
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Post » Thu Mar 03, 2011 3:28 am

I have figured it out.... you must incorporate SPACE & WEIGHT to restrict amounts of items that can be carried; Diablo I(Space only), Two Worlds, etc... this would garnish a more favourable and realistic gameplay.

For instance (if you want that shiny armour to sell, you have to sacrafice maybe a few lesser items to pick it up and bring it to a merchant)
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herrade
 
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