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#495309 17/05/14 08:09 AM
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Great addition, I love it. However, bags are useless. It does the same as crates, for very slightly less weight. Increase crates weight tremendously would be good.


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Bags are about as useful as any container -> they are very useful. However, i agree they should have some distinct feature over other containers, so the crate weight idea seems reasonable.

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they are containers without a healthbar and a small hitbox ... bags are ideal as an telekinesis weapon


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We put in the backpacks so you could organize your inventory a bit better. Put stuff in there like keys, or stuff you want to keep till later, or stuff you want to sell.

I don't understand the crates thing. Do the backpacks weigh too much?

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@ForkTong
Regarding keys: It would be great if the game also checks the backpack contents for a fitting key, currently it only checks for keys in the normal inventory and ignores keys in backpacks.

On crates, i think the idea was to increase the crate's weight so the weight comparison backpack vs. crate is even more favorable towards the backpack. Or in short, nerf crates to make backpacks even better smile

Last edited by pts; 17/05/14 10:26 AM.
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Yes, I also mentioned this in my update to the "Beta UI Wishlist" thread as of 1.0.59 - please make keys and quest objects within containers in player inventory "recognized" by the game when needed.

Also, items within containers should automatically stack with newly acquired identical items. For example, I like to keep all my ingredients in one container to reduce clutter in the rest of the inventory, but currently I have to keep manually moving newly acquired ingredients from the main inventory into the ingredient container. Kind of a pain. (And I suppose if you have stacks of the same item in more than one container for some reason, the game should just stack the newly acquired item in the container that already contains more of that item.)

Thanks!

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It's indeed a bug that e.g. keys in containers aren't recognized.

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OK, good to get confirmation it'll be fixed. And I also remember quest objects having the same problem - like with the smelly clothing for the murder quest, and the dog not recognizing the clothing if it was stored in a container within inventory.

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A nice little touch to the bag system would be to allow us to drag items to the bag and have it go inside if there is room. Having to open the bag and drag things in there is a little messy.


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I think the bags should be equip to a slot where the bags increase your carrying capacity and also have different types...

Like the one you start off with can only hold up to the certain amount of weight before you need to find another one that can hold more weight.

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Can you seriously just not add a keyring item? The game is desperate for one. One item in the inventory, hoovers up all keys picked up permanently.

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Yeah, I've agreed we still need a real key ring, where all new keys are automatically stored. It could otherwise function as a regular "openable" container in player inventory (with a special "key ring" icon, of course), and after using each key for the final time (apparently some keys have more than one use), the key should disappear from the ring.

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Originally Posted by ForkTong
It's indeed a bug that e.g. keys in containers aren't recognized.


Not just keys, if you put your shovel in the backpack and try to dig it will say "You don't have the right tool".

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And again, like I already said about quest objects. Nothing in the containers is being recognized by the game.

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Originally Posted by ForkTong
We put in the backpacks so you could organize your inventory a bit better. Put stuff in there like keys, or stuff you want to keep till later, or stuff you want to sell.

It is a good idea but :
You cannot open the bag inside the barter menu.

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Yeah, we still really need a "tag as junk" function or "junk bag" for stuff for later sale; there's still way too much micromanagement required in the current inventory system. But I'm probably dreaming this close to June 30. wink

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Quote
We put in the backpacks so you could organize your inventory a bit better. Put stuff in there like keys, or stuff you want to keep till later, or stuff you want to sell.

I don't understand the crates thing. Do the backpacks weigh too much?


We can do that exactly with crates that we pick up and put in the inventory. Crates weigh 5, bags weight 1, which doesn't make any gameplay difference, really.

Although bags are neat, they are useless so far.

Make crates (baskets, and so on) not possible to put in inventory, and people will crave for bags.


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Originally Posted by Cromcrom
Quote
We put in the backpacks so you could organize your inventory a bit better. Put stuff in there like keys, or stuff you want to keep till later, or stuff you want to sell.

I don't understand the crates thing. Do the backpacks weigh too much?


We can do that exactly with crates that we pick up and put in the inventory. Crates weigh 5, bags weight 1, which doesn't make any gameplay difference, really.

Although bags are neat, they are useless so far.

Make crates (baskets, and so on) not possible to put in inventory, and people will crave for bags.


I much prefer the "increase weight of crates/barrels" idea. If a player wants to carry around a giant-*** crate then shouldnt that be up to the player? Like when it is up to a player whether they want to destroy that town citizen or whatever. This is a game of freedom. It doesn't work in the bags' favor to be the same usefulness as a barrel, but hey, It's a matter of cosmetic preference. Or even a matter of Character RP preference. That main character might have previously been a Circus Strongman and so loooooooves carrying around his favorite barrel with him.

I honestly think they did fine adding in a backpack so the character starts off with the ability to add another layer to their inventory. Because some people might not realize they CAN pick up a crate into their inventory and use it as storage until later. And as such will love having started off with a backpack. The only change I really would care to see added to it is the click and drag onto the icon, rather than being opened first, like previously mentioned.


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