Dolyem wrote: » Also terrible idea OP
Sapiverenus wrote: » Dolyem wrote: » Also terrible idea OP There needs to be more ways to interact with the world.
Fenloh wrote: » Greetings. In my opinion, immersion in a computergame is nice, but is it playable? I can understand that you WANT this. But have you PLAYED already a game with these requests implemented? How was that experience. WHY do you want it. Just for immersion? For Gameplay issues? To enforce more Party play? There is a difference between possible, interesting, likeable and playable. A lot of things get tested and make it in the game or get scrapped. Instead of bitching about that for the most part, maybe you can try constructive critisim, and enjoy that there is so much testing of new possibilities. You could say... oh I do not like this, but then you should say - I would like it better this way BECAUSE.... If you want immersion on a level that will beat any computer game any time, at least for the time being, play tabletop RPGs. With a group of friends. At home. Or with a virtual Tabletop. There you can have all what you want at a level that you want. BR
Sapiverenus wrote: » @Dolyem Elaborate. Carrying things has 0 weight to it except maximum inventory space; which is pennies given you can stack things to obscene amounts and have 40 or more spaces. A piece of paper and 20 ore (which makes about 2 pieces of armor) take up the same space. You can't just take off and move a bag because everything is a token of an item rather than an actual item. There is no physical interaction between the world and its resources once it reaches your bag; then it's GM tier where you can summon from your bag or banish the item to Deletion at whim. This isn't my argument it's an introduction to a different kind of gameplay and dynamic.
Dolyem wrote: » Sapiverenus wrote: » @Dolyem Elaborate. Carrying things has 0 weight to it except maximum inventory space; which is pennies given you can stack things to obscene amounts and have 40 or more spaces. A piece of paper and 20 ore (which makes about 2 pieces of armor) take up the same space. You can't just take off and move a bag because everything is a token of an item rather than an actual item. There is no physical interaction between the world and its resources once it reaches your bag; then it's GM tier where you can summon from your bag or banish the item to Deletion at whim. This isn't my argument it's an introduction to a different kind of gameplay and dynamic. Your argument has less to do with dynamic and more to do with a realistic feel and a hard limit to gameplay. MMOs are heavy grinds and tend to require an unrealistic amount of inventory space which progresses over the course of leveling up. There are limits. But limiting yourself to a couple of pieces of ore, a stick, and a piece of armor is bland gameplay. You have to factor in the whole of a games design, and ashes is being made to have players go out and gather mass amounts of materials for large endeavors If you want realism, go play a game that focuses on that. This is a fantasy mmorpg. If nothing else, just roleplay that you have a bag of holding or something, problem solved.
Sapiverenus wrote: » Dolyem wrote: » Sapiverenus wrote: » @Dolyem Elaborate. Carrying things has 0 weight to it except maximum inventory space; which is pennies given you can stack things to obscene amounts and have 40 or more spaces. A piece of paper and 20 ore (which makes about 2 pieces of armor) take up the same space. You can't just take off and move a bag because everything is a token of an item rather than an actual item. There is no physical interaction between the world and its resources once it reaches your bag; then it's GM tier where you can summon from your bag or banish the item to Deletion at whim. This isn't my argument it's an introduction to a different kind of gameplay and dynamic. Your argument has less to do with dynamic and more to do with a realistic feel and a hard limit to gameplay. MMOs are heavy grinds and tend to require an unrealistic amount of inventory space which progresses over the course of leveling up. There are limits. But limiting yourself to a couple of pieces of ore, a stick, and a piece of armor is bland gameplay. You have to factor in the whole of a games design, and ashes is being made to have players go out and gather mass amounts of materials for large endeavors If you want realism, go play a game that focuses on that. This is a fantasy mmorpg. If nothing else, just roleplay that you have a bag of holding or something, problem solved. I have done nothing but factor in the whole of it and you're giving me rehearsed platitudes ffs. Respond to shit I say instead of monologuing. Haven't you been reading my messages? I'm pretty sure I've seen you posting in similar threads for a couple days.
Sapiverenus wrote: » Dolyem wrote: » Sapiverenus wrote: » Dolyem wrote: » Sapiverenus wrote: » @Dolyem Elaborate. Carrying things has 0 weight to it except maximum inventory space; which is pennies given you can stack things to obscene amounts and have 40 or more spaces. A piece of paper and 20 ore (which makes about 2 pieces of armor) take up the same space. You can't just take off and move a bag because everything is a token of an item rather than an actual item. There is no physical interaction between the world and its resources once it reaches your bag; then it's GM tier where you can summon from your bag or banish the item to Deletion at whim. This isn't my argument it's an introduction to a different kind of gameplay and dynamic. Your argument has less to do with dynamic and more to do with a realistic feel and a hard limit to gameplay. MMOs are heavy grinds and tend to require an unrealistic amount of inventory space which progresses over the course of leveling up. There are limits. But limiting yourself to a couple of pieces of ore, a stick, and a piece of armor is bland gameplay. You have to factor in the whole of a games design, and ashes is being made to have players go out and gather mass amounts of materials for large endeavors If you want realism, go play a game that focuses on that. This is a fantasy mmorpg. If nothing else, just roleplay that you have a bag of holding or something, problem solved. I have done nothing but factor in the whole of it and you're giving me rehearsed platitudes ffs. Respond to shit I say instead of monologuing. Haven't you been reading my messages? I'm pretty sure I've seen you posting in similar threads for a couple days. You clearly needed an explanation since you obviously don't play or know much about mmo's. Your bag idea sounds like an awful game mechanic because it doesn't fit in an mmorpg, and it would be a waste of development resources on a pointless hindrance in an effort to appease an escape from tarkov player who is clearly lost. What is this idea that genre precedent is all you need to discuss something? Are you just incapable of discussing the topic? Are you scared of sounding dumb if you try?
Dolyem wrote: » Sapiverenus wrote: » Dolyem wrote: » Sapiverenus wrote: » @Dolyem Elaborate. Carrying things has 0 weight to it except maximum inventory space; which is pennies given you can stack things to obscene amounts and have 40 or more spaces. A piece of paper and 20 ore (which makes about 2 pieces of armor) take up the same space. You can't just take off and move a bag because everything is a token of an item rather than an actual item. There is no physical interaction between the world and its resources once it reaches your bag; then it's GM tier where you can summon from your bag or banish the item to Deletion at whim. This isn't my argument it's an introduction to a different kind of gameplay and dynamic. Your argument has less to do with dynamic and more to do with a realistic feel and a hard limit to gameplay. MMOs are heavy grinds and tend to require an unrealistic amount of inventory space which progresses over the course of leveling up. There are limits. But limiting yourself to a couple of pieces of ore, a stick, and a piece of armor is bland gameplay. You have to factor in the whole of a games design, and ashes is being made to have players go out and gather mass amounts of materials for large endeavors If you want realism, go play a game that focuses on that. This is a fantasy mmorpg. If nothing else, just roleplay that you have a bag of holding or something, problem solved. I have done nothing but factor in the whole of it and you're giving me rehearsed platitudes ffs. Respond to shit I say instead of monologuing. Haven't you been reading my messages? I'm pretty sure I've seen you posting in similar threads for a couple days. You clearly needed an explanation since you obviously don't play or know much about mmo's. Your bag idea sounds like an awful game mechanic because it doesn't fit in an mmorpg, and it would be a waste of development resources on a pointless hindrance in an effort to appease an escape from tarkov player who is clearly lost.
Sapiverenus wrote: » @Dolyem Because you lack reading comprehension and anything to contribute to the topic.
Dolyem wrote: » I did contribute. You just weren't happy that it wasn't what you wanted to hear. Your idea is bad for the mmorpg as it is designed. It is better suited for.a game like tarkov or some battle royale. Maybe conan exiles.[/spoiler]
Sapiverenus wrote: » I have done nothing but factor in the whole of it and you're giving me rehearsed platitudes ffs. Respond to shit I say instead of monologuing. Haven't you been reading my messages? I'm pretty sure I've seen you posting in similar threads for a couple days.
Sapiverenus wrote: » Dolyem wrote: » I did contribute. You just weren't happy that it wasn't what you wanted to hear. Your idea is bad for the mmorpg as it is designed. It is better suited for.a game like tarkov or some battle royale. Maybe conan exiles.[/spoiler] I admit that in this specific thread you gave the most constructive input out of all of the ones you replied to me in. Your characterization of a limit to inventory is: "MMOs are heavy grinds and tend to require an unrealistic amount of inventory space which progresses over the course of leveling up. There are limits. But limiting yourself to a couple of pieces of ore, a stick, and a piece of armor is bland gameplay" Which is simply dishonest and not what I suggested. I suggested limits. You said there are limits. I haven't suggested a limit of a couple pieces of ore, a stick, and a piece of armor; it isn't very relevant. I suggested very large packs for stronger characters and smaller ones for lighter characters, and less tedious resource requirements for simple gear. Then you just start feuding -> "You clearly needed an explanation since you obviously don't play or know much about mmo's. Your bag idea sounds like an awful game mechanic because it doesn't fit in an mmorpg, and it would be a waste of development resources on a pointless hindrance in an effort to appease an escape from tarkov player who is clearly lost. " So no you can't discuss jack shit. You drop your rehearsed opinion then start feuding.
Malcador_Sigillite wrote: » Backpacks are a terrible idea. With crafting being such a huge part of AoC why would you make it more difficult and tedious for people to carry items? Being hindered in combat? hiding gold? this will just make the player experience worse. Every MMO I have ever played uses bags... MMO players like bags. Adding an arbitrary backpack system with less bag space is just an unneeded addition adding friction for no reason and I'd argue going off your other posts you are just trying to add survival game systems to an MMO, my friend you need to understand the genre you are in.
Dolyem wrote: » Did I start the fueding? Pretty sure I wasn't the one who started out being disrespectful.
Sapiverenus wrote: » Literal backpacks. Get people to carry your stuff for you. Be hindered in combat if you don't take it off. Catch people trying to steal your stuff. Hide your gold somewhere in a hole. Stronger people can carry more. Carry stuff in a cart from one place to another. Build minetracks from the quarry/mine to the processing area or animal harnessed cart. Most characters are stronger than your average person so it's not a big deal for the Tank to be using a backpack larger than himself; so what's the issue? Designing a game around stacks of 1000 wood or whatever isn't respecting your time it's making the whole game solo-able lol; no point to it. Most people are useless to others in an MMO; why wouldn't you make it a cooperative game by having constraints. Everyone complains about lack of meaningful socialization but this is the solution they're anxious about promoting. And if backpacks are a thing, so should pockets. Keep keys and whatever in pockets. On your belt. Whatever. Small items should get their own space for better organization and no competition with "Inventory" where you have to pick out which item is the key or small note amongst 50 other items.