I'm missing the capability to move an armor set all at once. Possible fix?

WarMongerian

Refugee
Hi all, still plugging away at this great game, and wanted to share one idea to make a QoL improvement that would fit in well as a bonus for achieving character level 100, 200, and 300. See Below:
Expanded stash 1.jpg
The concept here is to unlock a notional collum of 4 blocks in a high level characters' stash, as shown above, where all four pieces of a given sets armor parts, could be bound to a specific box, such that, when a player wants to quickly change into another set, they can do so with the click of a single button (Not Shown), and instantly swap out their currently equipped set for another, carried and kinda shown above.

So, at level 100, a character could unlock one bonus column, set it up with specific armor items, (not shown) and then set those four boxes up in an available column. Imagine a button where the numbers are displayed. Click on that, and your equipped armor parts are swapped out with that column's contents.

I hate the current system that makes me transfer all the set parts from storage, into stash, and then swap each and every part, each time, both ways, just to be able to get set up for one activity or another, when the mood or need arises.

When i want to mine, farm, or chop down a Forest or two, it would be nice to just carry the alternative set in a spare/bonus column, and be able to instantly swap them.

Would anyone else like to see this, or something else like this? And how could you see this in use for your particular playstyle?
 
There's a mod for armor stands; you equip a mannequin with a set of gear and can swap your full set with it. Haven't tried, I don''t mind clicking, but looks very convenient for farming sets and whatnot.

One doll, one set of gear, no searching boxes.
 
There's a mod for armor stands; you equip a mannequin with a set of gear and can swap your full set with it. Haven't tried, I don't mind clicking, but looks very convenient for farming sets and whatnot.

One doll, one set of gear, no searching boxes.
While that does solve the in base swapping out of a set, it does not do anything for the rest of my needs, lol.

I'm wanting to be able to carry spare sets of armor. I would ideally like one set unlocked at level 100, and second unlocked at level 200, and a thire set unlocked at level 300.

If we can all be forced into having to deal with empty bottles because some misguided folks wanted to keep yapping about *whatever* the supposed lack of empty bottles was supposed to be doing to the game, we must be allowed to ask for QoL improvements, and one of the biggest faults I can see with folks exploring the many and diverse armor sets in the game, is the very bad, tedious, and limited whay in which they are currently implemented.

Right now, if I wanted to explore the various different armor sets and their bonuses, I have to use my characters extremely limited carrying capacity. Given a hard cap of just 45 boxes, available at level 1, and never increased by character level at all, this a sadly missed opportunity to encourage folks to play their character longer, and get the extra set of armor carrying capacity.

Right now, how many folks would, if this change were implemented as a choice in game creation settings, would at least try it out? How many folks have tried the current system, and found it just to much of a bother, and not worth all the time and harshly limited impact on their carrying capacity?

If I want to go out and start gobbling up resources, and I want to maximise my haul, and want to do this by putting multiple different armor sets in use, just to take the Miner, Farmer, and Lumberjack sets with me, it would cost me 12 of my precious 45 carrying capacity, reducing my haul (instead of increasing it), and subjecting me (the player) to a very tedious and annoying bunch of useless and unneeded clicking, each time, for each piece of armor, at least twice, when I want to grab some stuff.

We have an intriguing, interesting, and very vast set of armor in the game, and this idea would make it way better for a player to be able to carry these sets (up to three) with no negative impact on the carrying capacity of their character, removing all the way-to-tedious clicking currently needed, and allow folks the freedom to explore the armor system.

What I'm looking for allows a player to play their character for more time/level, and get something for it, even if only the capacity to carry an extra suit of armor or three, by unlocking these at higher and higher levels.

Rant mode off.
 
because some misguided folks wanted to keep yapping about *whatever* the supposed lack of empty bottles was
Bro's here picking fights? Why? :P

Anyhoo, by "boxes" you mean inventory slots, all right; I didn't get that from my first read, I thought you were talking about storage boxes. Didn't quite get the idea.

I dunno, having to carry several sets worth of gear is just bad design, IMO. Adding quick-swap and more inventory to compensate doesn't really improve that. The intent for different sets is usually to encourage making decisions, and maybe even end up in trouble because of those. Taking out those consequences / decision seems counterproductive.

For combat sets I wouldn't want to muddy the "build identity" any more than it already is. If you get to instantly swap your ranged set to a tank set whenever someone gets uncomfortably close, were you a ranged character in the first place?

For harvesting sets, in practice I put on a set and go do one thing until my pockets are full. Wood / mine / salvage. When I'm full I need to get back to base anyway, combining different types of runs isn't all that efficient.

Farming gear sits at the farm, wouldn't carry that anyway.
 
Bro's here picking fights? Why? :P
Guilty as charged, lol. I'm just getting grumpy in my old age. At least I can start getting my social security retirement in Jan, 2026, so that is nice.
Anyhoo, by "boxes" you mean inventory slots, all right; I didn't get that from my first read, I thought you were talking about storage boxes. Didn't quite get the idea.
Ah. I want 'sort-a-bull' storage, as well, the current boxes work well, but not for stuff that doesn't stack, and once you take the last one from a stack, the boxes don't remember what is 'supposed' to be there, and just uses whatever comes in next to fill that spot, where that is something otherwise stored in that box, but in excess, or something new altogether.
I dunno, having to carry several sets worth of gear is just bad design, IMO. Adding quick-swap and more inventory to compensate doesn't really improve that.
IDK, I don't see the variety as a bad thing in and of itself, as the alternative would seem to be a one size fits all solution, and then the game wouldn't even have the choices we currently do.
The intent for different sets is usually to encourage making decisions, and maybe even end up in trouble because of those. Taking out those consequences / decision seems counterproductive.
Here I think I see things differently. The game offers many interesting things to do, and it would be nice to be able to explore the existing variety of armor sets and their individual bonuses, but the current system make me not bother with any Medium or Heavy armor sets at all, because of the movement reduction/playing time wasting aspects, and so the only time I would ever wear such is when I actually am doing the given activity.
For combat sets I wouldn't want to muddy the "build identity" any more than it already is. If you get to instantly swap your ranged set to a tank set whenever someone gets uncomfortably close, were you a ranged character in the first place?
Well, I have to admit to not considering 'ranged' as an option, given my eyesight situation.

I mostly use the Enforcer set, not because it looks so cool or anything, but because of two really useful things, Barter and Speed. I have not yet explored using most sets to date, because, right now, it is to much of a pain to mess with, unless I am going to do a LOT of one activity.

Why have all these sets of armor, if making them useful only for such narrow activities that most just get sidelined, because they don't offer enough, if they have to take up space, and are so clunky to effect a change, that no one is willing to explore what is out there.

Because of the clunky way things are currently, the most I'll leave base with is one alternative set, and that is really bad, if the aim is to get folks to play more with the other sets.
For harvesting sets, in practice I put on a set and go do one thing until my pockets are full. Wood / mine / salvage. When I'm full I need to get back to base anyway, combining different types of runs isn't all that efficient.
How many bases do you usually build? I build many many bases, I edited land claims to 25/player. Not sure if that is all I want, or if 50 would provide a better cap.
Farming gear sits at the farm, wouldn't carry that anyway.
I have many farms. Each base in my current games has had one bedrock land claim block, a bordering hedge, (sometimes just 1 ring of trees, other times 2-3 rings of trees), 2-3 base levels within the tower, three farm levels within the tower, plus 6 external farm plots, making the 3 X 48 farm plot levels round out to 150 farm plots/tower. My real farms, I have lost count from last game, but it had three levels, 30 farm plots in a line, and 12 such lines, I don't want to have to build one of each set of armor for each base.
 
How many bases do you usually build?
Right; I build at most one proper base, but usually I just repurpose some POI. Since you have plenty of sites, yeah, I can see why you would want to carry all your gear with you.

You're just playing a bit past the design. You level to 300, instead of the 50 the game plans you to; the game isn't really designed for completeness. That's what gives you so much time, which leads to multiple sites and having your gear all over the place.

Mainly the sets seem designed to differentiate play styles, and as such for separate play throughs. And / or multiplayer. But the design is also weird in that.. they just don't differentiate. The sets are so random that they don't really matter; sure, you'll pick gloves that fit your main weapon / armor preference, but the rest of the choices are rather random.
I go with XP hat, speed boots, any of the damage gloves (undead, melee or rad damage, they all make my sledge hurt just the same) and whatever chest.. carrying a barter hat and a reading chest to swap when needed. Once you find the book that removes armor penalties in combat, even the weight doesn't matter; out of combat is mostly on wheels by that time.

There's plenty of "variety", but it's all so same that I only consider swapping anything for bigger grinding sessions. Variety isn't bad, but it just doesn't really exist here; it's all different flavors of water, no coffee in sight .. :)
 
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