JCrook1028
New member
Yes, toolbelt is excluded from encumbrance.It was a bit weird to move things onto the toolbar to prevent you from being encumbered. So the game views toolbelt and backpack as different
Yes, toolbelt is excluded from encumbrance.It was a bit weird to move things onto the toolbar to prevent you from being encumbered. So the game views toolbelt and backpack as different
Inventory management is an ongoing series of tactical choices. I like that very much as it makes you think.This is wrong at every point. It does encumber you by slowing you down slightly more with each slot filled. So you can use the entire backpack at any time, but your not strong enough to carry all of that extra stuff and move at full speed is all.
As the OP, its brilliant and everyone of the team and testers loves it. Much better than Skyrim where you can move full speed up until one more feather brings you to a snail walk pace.
It is my most profound hope that TFP never ever ever ever ever ever ever ever do this.Why are TFP trying to act like they are reinventing the wheel on a basic system. 1. Encumbrance should not be based on item slots it should be a value placed on the individual item like every modern game the past 10 years. You can keep the inventory management but equating a bag full of feathers to the same encumbrance as a sack of rocks is insane and illogical.
Could not disagree more.Why are TFP trying to act like they are reinventing the wheel on a basic system. 1. Encumbrance should not be based on item slots it should be a value placed on the individual item like every modern game the past 10 years. You can keep the inventory management but equating a bag full of feathers to the same encumbrance as a sack of rocks is insane and illogical.
Its also be nice if you didn't get encumbered by using slots that your not supposed to. I bug reported it, but unlocked slots were also effecting movement speed when they shoukdn't be. The deathdebuff also needs to be toned down, its way to severe and bascally turns you useless for an hour. If it lowers stats fine, but not perks too.Gonna be critically honest here without trying to sound like a ♥♥♥♥, but of all the great things I like about A17, encumbrance is something I absolutely loathe. Not specifically the way TFPs did it, just in general in games. It feels like punishing players for looting in a heavily loot based game. You can say it's a choice, but it's like having a ramp for handicap people and telling them it's their choice to use it but if they do they have to carry an extra 80lb all the way up.
I would MUCH rather the slots be locked altogether than to get punished for using them when I inevitably will have to anyway. Ideally, imo, we should start with at least one more full row, if not two, by default and smaller segments of the other rows (like 3 or 4 slots at a time) be unlocked with the pack mule perks.
Well thats extremly stupid, whats the point to the encumbrance slots then if every slot causes it? Only the locked slots should be causing it, not my entire inventory. I hope this gets fixed, because its pretty stupid if every slot causes encumbrance in the inventory. Speaking of that, imo the armor skills should also reduce the encumbrance armor causes as well.It's about the total number of slots in your inventory. Which specific slots you use is irrelevant.
Game’s not done yet. This could still be done in conjunction to the new system. Doesn’t mean they will do it but this encumbrance system doesn’t preclude it from happening.My issue isn't with encumbrance. Doesn't make a difference to me one way or the other.
My issue is that there was talk, for months, about having the ability to make larger backpacks at some point.
Not scrapped completely...there are 40% more slots in A17 than there were in A16. Having all of them being available from the start but at a sacrifice for speed is different than what was talked about but the idea of progressively making those slots turn into more and more free slots fits the idea and as was mentioned doesn’t preclude the other idea from happening eventually.So much talk about it that it sounded like a sure thing. "We're working on a system that will allow you to make larger backpacks. So you start off with one smaller than the current starter backpack. Then you can make one later on, when you learn the skill, to have the same size you start with now. Then once you have enough points or skill or whatever, you can make one that's about 40% larger than the one you start with."
If you’re simply lamenting about the obvious disappointment that can happen during the editing part of development then I’m sure the devs themselves agree that it’s disappointing when things get cut. Probably many directors, composers, artists, and event planners would also know how you feel. But if you’re displaying an ignorance about how development works and never expected cuts then I’m a bit surprised that paragraph came from you.And, obviously, that idea was scrapped, like the other 30+ ideas that were talked about at length over the last 5 years of development. Sad thing is that some of the ideas discussed were actually conceptualized and even shown in videos as working prototypes. Remember the zipline? And the wolf harness pack for extra carrying capacity? And taming? And bathing? The list goes on.
Sad? The fact that modders are able and permitted to do what they do is because of the way the developers approached this game. Cool to be able to get new content using a mod I get but not sad. Sad are all the games out there that can’t be modified at all...It's just sad that in order to get a lot of the concepts discussed, you have to use a mod,
So the ONLY reasons you can come up with are two that imply incompetence and one that assumes indifference? Were all your preceding paragraphs just an excuse to be able to deliver this last insulting paragraph? Why not add laziness and greed to make it a complete set?because a modder can figure it out, but the actual game developers can't, or can't be bothered, or just give up because it's too hard.
I believe it's just a consequence of how they had to do it without overhauling the inventory. I'm not worried about it because I can just use auto-sort.Its also be nice if you didn't get encumbered by using slots that your not supposed to. I bug reported it, but unlocked slots were also effecting movement speed when they shoukdn't be. The deathdebuff also needs to be toned down, its way to severe and bascally turns you useless for an hour. If it lowers stats fine, but not perks too.
If thats the case i'd have rather the system not exist at all. Its stupid that my unlocked slots also cause encumbrance, its slow enough getting around as it is, I don't need every damn slot slowing me down now too. You can't tell me it can't be coded to check the perk level, and if anything is in those slots cause the slowdown, and to ignore the first 2 rows (before any perks). The encumbrance system would be fine if it worked properly, but the fact it causes me move speed debuffs even using unlocked slots/base slots, shows me the system is not done.I believe it's just a consequence of how they had to do it without overhauling the inventory. I'm not worried about it because I can just use auto-sort.
Regarding the death penalty, I'm fine with temporary attribute debuffs but it's the whole mechanic of losing perks when your attributes go down that I don't like. I died last night about 500m away from my bed and had to go retrieve my stuff and get back to base. I had both of my pack mule perk levels nullified by the death penalty and cold from a blizzard combined. It took forever to get back and was extremely frustrating, and all I was trying to do was get my stuff back and get home after failing a quest.