Depraved wrote: » nah removes the risk for the attacker and makes it harder and riskier on gatherers. this was suggested before
Ravicus wrote: » I am not sure but I think it was mentioned that the bags will have different looks. Not sure if the looks are specific to the types of bags such as mining or herb bags. He mentioned it in one of the last live streams he did on twitch.
Voeltz wrote: » I was thinking the same thing. I would also like to see this apply to mules and caravans. That way, transporting large amounts of goods is riskier because it can be identified by other players and paints a larger target on their backs. It also helps from an immersion stand point having visuals of the type of items that are being transported and/or quantities.
superhero6785 wrote: » The goal isn't to have green players being attacked in the open world, in fact it is greatly discouraged through the corruption system and is only allowed as a very risky thing to do as the attacker. Giving attackers visual indicators on who would be the best prey would go against their philosophy.
Spif wrote: » I think costumes would completely negate this, so there isn't much point to the art team making 5+ different fullness levels for each kind of bag.