Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Inventory Size & Aesthetics
ArchivedUser
Guest
I noticed in one of your videos you seem to be planning slotted inventory. I've never been a fan of this, and was curious if you'd consider dragged inventory instead FE: Ultima Online / Darkfall. It's just aesthetically pleasing imo, and constitutes the idea of weighted rather then counted, where ea item held has dictates how much you can hold.
I've never considered slot limit as lore friendly. If you must continue to use slot limiting inventory; I hope you do consider using weights. This leaves the option of weaver being a popular trade skill for inventory organization and expansion. -Much like Everquest / WoW. Perhaps even constituting some items as "Bulky" and limiting the quantity of such items one can carry...
One of my biggest concerns in most mmo's is the gold economy. Collection, Craft, Trade, Loot, and transport are key concepts toward it, and from my experience lore friendly looting is much more entertaining -leaving more opportunity to bargain for traders & scavengers.
I've never considered slot limit as lore friendly. If you must continue to use slot limiting inventory; I hope you do consider using weights. This leaves the option of weaver being a popular trade skill for inventory organization and expansion. -Much like Everquest / WoW. Perhaps even constituting some items as "Bulky" and limiting the quantity of such items one can carry...
One of my biggest concerns in most mmo's is the gold economy. Collection, Craft, Trade, Loot, and transport are key concepts toward it, and from my experience lore friendly looting is much more entertaining -leaving more opportunity to bargain for traders & scavengers.
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Here's an idea for the Dorfs: replace the backpack with a fridge to keep the ale nice a cool during their travels.
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