Backpack!

wwwattic

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I'd like to be able to craft backpacks in the "Clothing" category. Backpacks can increase the number of inventory slots.
(I don't want to have to use mods every time to get a bigger backpack.)
 
Here is some historical info about this topic: When an increase in backpack space was suggested TFP has sometimes said that they view inventory management as part of the game loop. A minigame of deciding what to take with you, what to scrap, what to drop into storage chests you place near the POI.
And I suspect they see the drone and the better vehicles as sufficient "upgrades" for late game.
 
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Here is some historical info about this topic: When an increase in backpack space was suggested TFP has sometimes said that they view inventory management as part of the game loop. A minigame of deciding what to take with you, what to scrap, what to drop into storage chests you place near the POI.
And I suspect they see the drone and the better vehicles as sufficient "upgrades" for late game.
Oh, oh, oh! Now I remember—I think I’ve seen this idea somewhere before.
But wouldn’t it be okay to treat backpacks as craftable items? They could be tiered, with different tiers having different capacities. Plus, there are plenty of mods out there that give you a huge backpack capacity (though you have to hunt for the latest version of the mod every time the game gets updated). It’s a sandbox game—I hope they’ll be willing to compromise a bit.
 
Here is some historical info about this topic: When an increase in backpack space was suggested TFP has sometimes said that they view inventory management as part of the game loop. A minigame of deciding what to take with you, what to scrap, what to drop into storage chests you place near the POI.
And I suspect they see the drone and the better vehicles as sufficient "upgrades" for late game.
until they added tons of extra space sure. Also, you can remove space and re-add it via backpacks. Granted it's not a big deal, but I would prefer backpacks giving space instead of perks.
 
Here is some historical info about this topic: When an increase in backpack space was suggested TFP has sometimes said that they view inventory management as part of the game loop. A minigame of deciding what to take with you, what to scrap, what to drop into storage chests you place near the POI.
And I suspect they see the drone and the better vehicles as sufficient "upgrades" for late game.
I agree with this. It’s boring if you can strip mine an entire poi without at minimum going and dropping stuff off at a vehicle
 
Basically they have added a lot of extra backpack space over the years which has reduced the value of inventory management.

You stated that they wanted inventory management to be something people should think about when looting and I agree.

My proposition for backpacks isn't for more space. It's to reduce the total number of slots available at the start (encumbered) and then eventually get to your full (unencumbered) bag space as your find progressively larger backpacks. You also remove the perks associated with bag space and encumbrance.
 
Basically they have added a lot of extra backpack space over the years which has reduced the value of inventory management.

And it still is there, despite any increments in backpack space. It is there in early game. And it it is there in end-game when I get more out of a T4 or t5 Poi than I can put in motorbike+drone+inventory.
And with the buttons to move stuff into comparable slots into a storage chest or move everything except locked stuff it became a lot more comfortable than in old alphas. Basically those buttons have reduced the time to drop everything found in a big POI into appropriate chests in my base to a fraction of previous times.

You stated that they wanted inventory management to be something people should think about when looting and I agree.

My proposition for backpacks isn't for more space. It's to reduce the total number of slots available at the start (encumbered) and then eventually get to your full (unencumbered) bag space as your find progressively larger backpacks. You also remove the perks associated with bag space and encumbrance.

Though, if TFP removes any work needed in late-game they would eventually cut late-game out of the game. You can't remove all except zombie fighting out of the game and expect people who want to play TFP for its diversified gameplay to stay long with it.
 
Basically they have added a lot of extra backpack space over the years which has reduced the value of inventory management.

You stated that they wanted inventory management to be something people should think about when looting and I agree.

My proposition for backpacks isn't for more space. It's to reduce the total number of slots available at the start (encumbered) and then eventually get to your full (unencumbered) bag space as your find progressively larger backpacks. You also remove the perks associated with bag space and encumbrance.
I think that would be the best approach, rather than simply adding unlimited inventory slots—which is what people usually ask for—although reducing the number of inventory slots to just a few at first probably wouldn't be very popular.
Though, if TFP removes any work needed in late-game they would eventually cut late-game out of the game. You can't remove all except zombie fighting out of the game and expect people who want to play TFP for its diversified gameplay to stay long with it.
This is true and applies to many aspects of the game, which is why I don't buy the arguments like “my time is limited,” “it's tedious,” “I just want the fun part,” etc.

In the end, all you're left with is a quest simulator where you go from point A to point B with nothing in between.
 
And it still is there, despite any increments in backpack space. It is there in early game. And it it is there in end-game when I get more out of a T4 or t5 Poi than I can put in motorbike+drone+inventory.
And with the buttons to move stuff into comparable slots into a storage chest or move everything except locked stuff it became a lot more comfortable than in old alphas. Basically those buttons have reduced the time to drop everything found in a big POI into appropriate chests in my base to a fraction of previous times.
I wasn't suggesting it isn't there. I am saying it's gotten easier. I am not even against the change. Just stating the obvious.
Though, if TFP removes any work needed in late-game they would eventually cut late-game out of the game. You can't remove all except zombie fighting out of the game and expect people who want to play TFP for its diversified gameplay to stay long with it.
Hrm. I'm not sure you are understanding or perhaps I just suck at explaining.

I am not asking to increase the amount you can carry. I am asking to remove the perks and mess with the base inventory a little and instead add the bag increases through backpacks instead. If you have ever played HumanitZ then it'd a similar implementation to what I am suggesting.
 
I wasn't suggesting it isn't there. I am saying it's gotten easier. I am not even against the change. Just stating the obvious.

Hrm. I'm not sure you are understanding or perhaps I just suck at explaining.

I am not asking to increase the amount you can carry. I am asking to remove the perks and mess with the base inventory a little and instead add the bag increases through backpacks instead. If you have ever played HumanitZ then it'd a similar implementation to what I am suggesting.

Currently inventory slot perks do not add any slots they just remove encumbrance. If you want that mechanism removed so that currently encumbranced slots are not there at all but added through backpacks then we would actually have a **lot** of comfort reduced from early game.

If you instead want to keep the encumbrance mechanism and backpacks should only remove encumbrance from slots then we already have that system, the backpacks are called pocket mods.

If you want to remove the drone and have a backpack with that storage added instead, then ok, you can suggest that, but do you really think TFP will even think about removing the main use of the drone or the drone completely?
 
Currently inventory slot perks do not add any slots they just remove encumbrance. If you want that mechanism removed so that currently encumbranced slots are not there at all but added through backpacks then we would actually have a **lot** of comfort reduced from early game.

If you instead want to keep the encumbrance mechanism and backpacks should only remove encumbrance from slots then we already have that system, the backpacks are called pocket mods.

If you want to remove the drone and have a backpack with that storage added instead, then ok, you can suggest that, but do you really think TFP will even think about removing the main use of the drone or the drone completely?
I think it's not hard to strike a balance. Again many other survival games that rely heavily on inventory management do similar things so it's not like this is hard to accomplish.

Remove encumbered slots and adjust accordingly. I don't have solid figures as I'm not in front of my computer at the moment but essentially the backpacks would provide the extra space.

For balance you may lose a couple early game slots but end game backpacks might yield slightly more than the current max capacity to compensate for said tier 5 POIs.

I wouldn't think the drone removal is necessary.

Also I don't find this idea to be a major concern. It was more of a fleeting thought that I prefer backpacks for space than perks (encumbered status) or even pocket mods.
 
I am curious why labeling something "backpack" instead of "pocket" when it does the same thing is any better?
Why is a kids chicken coup worse than one made of wood and metal?

For one a pocket modification sounds like sewn pockets which wouldn't hold much. Also backpacks are way cooler. 😎
 
Why is a kids chicken coup worse than one made of wood and metal?

For one a pocket modification sounds like sewn pockets which wouldn't hold much. Also backpacks are way cooler. 😎
Two completely different things. We can leave the chicken coop discussion in that thread.

If you think it sounds "cooler", that's fine. But there's little reason to change it just for that. I don't care if they call them backpacks or pockets. Neither would hold a vehicle or stacks of ore or whatever else. But changing the name without changing anything else isn't really worth it, imo. If it's a big deal for you and you are on PC, that's a VERY simple mod to make.
 
Two completely different things. We can leave the chicken coop discussion in that thread.
The point was you have reasons for the desired change. Naturally there would be reasons for the backpacks.
If you think it sounds "cooler", that's fine. But there's little reason to change it just for that. I don't care if they call them backpacks or pockets. Neither would hold a vehicle or stacks of ore or whatever else. But changing the name without changing anything else isn't really worth it, imo. If it's a big deal for you and you are on PC, that's a VERY simple mod to make.
That was sarcasm. That being said backpacks are more natural and are in many other survival games from DayZ, HumanitZ, etc.

If anything bucking the trend with pocket mods seems silly to me. It makes far less practical sense and I don't feel encumbrance and bag space should be tied to the perk tree.
 
I don't feel encumbrance and bag space should be tied to the perk tree.
I understand if you think perks aren't a good way to remove encumbrance, but you also said that pockets aren't either. Removing it from perks changes mechanics, which might be worth doing. Changing the name from pocket to backpack doesn't do anything but change the name, so isn't really needed, imo. That is why I asked why renaming it while keeping the same effect matters to you.

If you want to get right down to it, neither pocket mods nor backpack mods should really affect encumbrance. Both could add extra space, but really aren't valid for encumbrance. A perk makes more sense for encumbrance than either. You're basically taking a perk that suggests you've gotten stronger and are less affected by carrying a lot of things. That makes sense. However, I don't think we should remove inventory slots in the early game and I don't think we need more inventory slots in the later game, so all that we really have left is encumbrance.
 
I understand if you think perks aren't a good way to remove encumbrance, but you also said that pockets aren't either. Removing it from perks changes mechanics, which might be worth doing. Changing the name from pocket to backpack doesn't do anything but change the name, so isn't really needed, imo. That is why I asked why renaming it while keeping the same effect matters to you.

If you want to get right down to it, neither pocket mods nor backpack mods should really affect encumbrance. Both could add extra space, but really aren't valid for encumbrance. A perk makes more sense for encumbrance than either. You're basically taking a perk that suggests you've gotten stronger and are less affected by carrying a lot of things. That makes sense. However, I don't think we should remove inventory slots in the early game and I don't think we need more inventory slots in the later game, so all that we really have left is encumbrance.
Compared to backpacks yes pockets are not either. Every other game uses backpacks. It's like using J for jumping instead of spacebar. It works, just not as good IMO.

I already said a few times in the thread I don't think it's a massive deal and likely not worth the effort. At this point I have been just responding to people who feel backpacks are somehow inferior to perks/mods.
 
If you really need a convenient explanation for immersion reasons: Assume you have less pockets or backpack space. You would need to hold stuff with your hands or attach them somewhere dangling from your body (And yes, generally the whole situation of us carrying so much stuff is unrealistic, but abstraction and gameplay demand it). Now try to walk or run when you need to hold all that stuff in your hands or it is swinging around your body. You will expend a lot more stamina while doing this.
 
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