15 inventory items + quest items not counted - ID: 331

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FORUM: Feature Requests

This topic was started by mike32 on 07/01/2012, 12:28:54

I'm finding the 12 inventory items a little short. I'm not looking for an unlimited inventory items. There is no need for it.
But I'm having the inventory of my melee character full without even having quest items !
My melee character have all the armor pieces they need + a crossbow and some arrows. 15 inventory items would be better for my melee character. Enabling them to carry an extra piece or two and still have one free item slot :)

I think that quest items should not be counted toward the items limits, and there seems to be a lot of quest items.
Having a mule character out of the party is not a very funny way to deal with it.
Maybe add the quest items to a special inventory with unlimited space ? This last idea would ease a little the gameplay, because when you need to use a quest item, you won't need to search all your characters anymore, for THAT item you need :) Just looking at "Quest Items" would be enough !

Just my 2 cents, of course :)


A small up for this "I don't want to be forced to use a mule character" ;)


Hi mike,

this issue is not forgotten, and will be addressed in the near future.
I am yet to decide whether using bank buildings... or just implementing "quest item" flags for the items to separate them from the other stuff (and don't count them towards the limit).

Regards
Mario


Thank you for the feedback and for your great work :)


Maybe have an extra item slot as a bonus for leveling up.

As in lvl 15 +1, lvl 30 + 1, lvl 45 + 1

Just a suggestion though.


Quote from Author: Mithrabuffy
Maybe have an extra item slot as a bonus for leveling up.


As in lvl 15 +1, lvl 30 + 1, lvl 45 + 1

Just a suggestion though.

I like that idea :)

It's very roleplaying and it makes sense. At the beginning we don't need a lot of space, but the more we advance in the story, the more items we have. I'd suggest lvl 10, lvl 20 and lvl 30 +1. As it seems, people having finished the game are around 30-35 levels at the end of the game.


Hmmm...I dunno about that. Should a level 100 character really be able to carry almost twice as many items as a level 1? Being a powerful character doesn't increase the size of your backpack...

It's like that old Dungeons and Dragons conundrum:

"Yay! We killed the dragon! Let's see, that's one million gold pieces for you. One million for you. One million for...ummm...does anyone have a bag of holding?"


When you level up, you become stronger. So you can carry a bigger backpack :)

One more items every 10 levels is not a lot. It can even be capped to avoid near-unlimited storage. It can also be restricted to fighter types which are the one in need for a bigger storage (due to their full set of armor).

Most people have finished the game around level 30-35. So if you spend your time grinding until level 100, then you have earn the right to carry a bigger backpack ;)


LOL. I suppose I have to agree with you on the "earned the right" point. I tend to think that the carrying capacity should be more linked to strength than level. Technically, it will still be linked to level since strength increases over time, and that would actually make sense since one of the primary stats of fighter-types is strength. That would fit with your proposal to make up for all the slots that fighters need to use for their armor.

Of course, you could also have a seriously buff monk acting as the pack horse of the group since he walks around practically naked...


Yes, strength make more sense. But if you think about it, the actual implementation doesn't make sense too, all characters carry the same amount of items whatever its weight, whatever their class.

I didn't play a Bard's Tale game before this one, but I guess it has been implemented this way, because that's how it was implemented in Bard's Tale games.

Honestly, I'm fine with this simpler approach even if it's less "roleplay".

Of course, it would be "nice" to have a strength based system for carrying items but that would be a lot of works for Mario !


Right now I am evaluating the housing prices throughout Gijatreg by request of the CEO and financial officer of the Comkarthian Bank. If I find some safe places, you will be able to deposit your items and gold once the bank buildings are set up.

In addition, it will be possible to access the money from the bank account in other stores (incl. the training hall + temples), meaning that the gold will automatically be transferred from your account to the shop owner if you don't have the proper change with you.

This is an easier approach than implementing weight to every single item ;-)

Regards
Mario

P.S. Yes, the original Bard's Tale had this easy approach, too ;-)


+1 for quest items not taking up inventory space.


Yay, item deposit! As a pack rat, I'm all for it ;)


not sure you would need banks set up since we could just put stuff back in treasure chests in the original so wouldn't that be easier to program?
perhaps another option would be to have the quest items like door keys disappear after they are used and not required anymore in the game?


Quote from Author: mike32

I'm finding the 12 inventory items a little short. I'm not looking for an unlimited inventory items. There is no need for it.
But I'm having the inventory of my melee character full without even having quest items !
My melee character have all the armor pieces they need + a crossbow and some arrows. 15 inventory items would be better for my melee character. Enabling them to carry an extra piece or two and still have one free item slot :) storage companies near me...

I think that quest items should not be counted toward the items limits, and there seems to be a lot of quest items.
Having a mule character out of the party is not a very funny way to deal with it.
Maybe add the quest items to a special inventory with unlimited space ? This last idea would ease a little the gameplay, because when you need to use a quest item, you won't need to search all your characters anymore, for THAT item you need :) Just looking at "Quest Items" would be enough !

Just my 2 cents, of course :)


Great idea!