Storage items
Moderator: Gamemasters
Storage items
I propose bringing back chests. Give carpenters the ability to make wooden chests that players can put into their depot and use for storage. These chests will have 5x as much room to hold items.
This is a problem for me, someone who has 20 some odd bags in his depot. I can only put about 5-7 armors in a bag, while i have a total for 40+ armors. It makes it hard to sort out items. We used to have these items, and they had infinite room, which made it GREAT for putting in depots. And it doesnt seem like it would be that hard to bring back
On a similar note! How about something along the lines of a lock box. It'll be an item a smith makes that a player puts on his belt. Takes very high smithing to make one.
1) A lockbox is never dropped, and has a small amount of space. But enough space for some weapons, money, a couple pieces of armor, etc.
AND/OR
2) A lockbox has a key to it, you can put items into the lockbox, lock it, and so on.
I think idea two without idea one is sorta useless, but an interesting idea nonetheless. So i will pursue it anyway...
When a lockbox is made, it comes with a key inside of it. Like bags, the owner can rename the key and lockbox. Duplicate keys can be made by using a hammer on a key, assuming the smith has enough skill and the materials needed.
This is a problem for me, someone who has 20 some odd bags in his depot. I can only put about 5-7 armors in a bag, while i have a total for 40+ armors. It makes it hard to sort out items. We used to have these items, and they had infinite room, which made it GREAT for putting in depots. And it doesnt seem like it would be that hard to bring back
On a similar note! How about something along the lines of a lock box. It'll be an item a smith makes that a player puts on his belt. Takes very high smithing to make one.
1) A lockbox is never dropped, and has a small amount of space. But enough space for some weapons, money, a couple pieces of armor, etc.
AND/OR
2) A lockbox has a key to it, you can put items into the lockbox, lock it, and so on.
I think idea two without idea one is sorta useless, but an interesting idea nonetheless. So i will pursue it anyway...
When a lockbox is made, it comes with a key inside of it. Like bags, the owner can rename the key and lockbox. Duplicate keys can be made by using a hammer on a key, assuming the smith has enough skill and the materials needed.
- Juniper Onyx
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Chests would be nice.
I mentioned before that the Chests IG are useless and should have some sort of use. However, it really depends on the server capability to store items in them, so I was told it's impossible at the moment.
It would be cool to put them in depots though. They should be like bags, only bigger. Couldn't we just code them like bags, but set the 'storage' value at a greater amount?
Eg: A Bag will hold 8 armors
A chest could hold 40
Weight would be unaffected, you still couldn't carry more than your capable. Chests would add more storage to the game and wouldn't be much work to implement. At least they would have a purpose again.
Discuss
I mentioned before that the Chests IG are useless and should have some sort of use. However, it really depends on the server capability to store items in them, so I was told it's impossible at the moment.
It would be cool to put them in depots though. They should be like bags, only bigger. Couldn't we just code them like bags, but set the 'storage' value at a greater amount?
Eg: A Bag will hold 8 armors
A chest could hold 40
Weight would be unaffected, you still couldn't carry more than your capable. Chests would add more storage to the game and wouldn't be much work to implement. At least they would have a purpose again.
Discuss
- Jeff Corwin
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yep thats exactly how they used to be, a carpenter made chests, they were heavy stored a shit load, people couldnt even pass them when they were on the ground, i just want them backJuniper Onyx wrote:Chests would be nice.
I mentioned before that the Chests IG are useless and should have some sort of use. However, it really depends on the server capability to store items in them, so I was told it's impossible at the moment.
It would be cool to put them in depots though. They should be like bags, only bigger. Couldn't we just code them like bags, but set the 'storage' value at a greater amount?
Eg: A Bag will hold 8 armors
A chest could hold 40
Weight would be unaffected, you still couldn't carry more than your capable. Chests would add more storage to the game and wouldn't be much work to implement. At least they would have a purpose again.
Discuss
haha yea, chests wont be carried as transportation storage, just depot storageVern Kron wrote:The chests will be heavier, and it would be not a wise idea just to carry a chest everywhere. I mean, honestly, who carries a giant -box- with them everywhere they go? THats why purses exist, they are light and help carry stuff, but not so large they get in the way.
i agree with alex, double the size of a bag still isnt much of an increase. It might be for someone like me who needs to store armors and weapons... but think about materials that always come in bulk..Lennier wrote:I ready told with Nitram about this. He will take a look, what can be done in the next time.
So, propably chests will be an expensive produceable item of carpenters as big alternative to bags.
I propose a volume store of 200% of a bag, but the same number of slots.
For example, a bag can only hold 100 iron and coal. Meaning a chest will only hold 200 iron and coal, which in my opinion is a waste of a storage item. So for some amount of silvers the people that this proposal is targeting, will turn 2 spaces into 1, definately not worth it. Many merchants and crafters carry much more than this. I'd looooooove to be able to put all my ingots, ores, and leathers into one bag, and i guarantee everyother crafter/merchant would too.
I dont mind that it has the same number of slots (btw, what is that number?) but pleaaaasse raise the volume to more than just 200%. Make the item itself veerrrry heavy, so no one will walk around with one, making its only purpose to be a depot storage. And i think a depot specific storage item would be able to hold MUCH more than twice the size of a leather bag.
Giving these items a ton of space (assuming they are so heavy no one practical would use them for traveling) will not be an unfair benefit, nor would be out of the scope of illarions possibilies, since we have depots that carry infinite volume.
That or give depots a built in organizational storage system... Many people have a very large amount of bulk items that not even 400% volume chests will improve.
I want to solve the problem of hassling through a depot, that many crafters and merchants have to deal with. Chests used to have such high volume that i never had one that was too full i couldnt put more stuff in it. if the dev team doesnt think chests should have much more than 200-400% volume of a bag... then that wont really solve the problem. It'll help fighters that have a large supply of weapons, but wont help crafters/merchants since they will be paying a bunch of silvers for an item that will only turn 3 or 4 slots into one
******New proposal********
So how about create a new money sink. A hefty price of.... 100-200 silvers, and lorian mcgintish will install an upgraded depot (could get rid of 20 or so gold coins quickly). This depot comes with X amount (10-15) infinite volume spots, each with X amount (40-50) slots.
And this upgraded depot will only work in a specific town of your choice.
and my suggestion for volume increase would be atleast 500%, probably around 1000% to be honest. this is a big ol sturdy chest meant for storage, not lot a leather bag meant for travel.
Lets not have realism have another burden on players, this is a game!
Last edited by Salathe on Sat May 31, 2008 2:07 am, edited 1 time in total.
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So instead change the volume of bags, isn't it much easier to do? It'll stop murdering tailors as well.Rosendil wrote:The chests would replace the huge amount of bags in the depots.
And the request for bags would be nearly zero. Bad for the starting, low skilled tailors.
I think, that's what ThisGuy meant.
People will still use bags because chests would be so heavy you wouldn't be able to lug one round like a bag when you're moving, they'd only be used for depot storage.Hadrian_Abela wrote:So instead change the volume of bags, isn't it much easier to do? It'll stop murdering tailors as well.Rosendil wrote:The chests would replace the huge amount of bags in the depots.
And the request for bags would be nearly zero. Bad for the starting, low skilled tailors.
I think, that's what ThisGuy meant.
And ffs I hate how everyone goes on about tailors. Who cares?! If being a tailor is crap money, stop being a tailor, wtf you don't see the druids, bards and priests complaining that they can do nothing but we see these tailors who could extremely easily change to another trade whining on. If you tell me you want to be a tailor for the rp, then you shouldn't care how much money you make out of it. I doubt you can get much great rp from being a tailor that you can't get from some other craft anyway, so it hardly matters. If you're just in it for the money, then you should easily be able to change trade. If you're in it for a mix of the two, well then you can rp being a tailor and make your money from doing something else supplementary assuming you need it.
Last edited by AlexRose on Sat May 31, 2008 11:43 am, edited 1 time in total.
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from a tailor with about 15 bags in his depot and still having to store most items in normal depot spaces, I definitely like that idea
bundles of cloth just don't go in bags
and only about 500 spools of thread will fit in a bag(maybe more I had some needles and scissors in the bag also)
but bags are just too tiny for crafters...but its most of a tailors business

bundles of cloth just don't go in bags
and only about 500 spools of thread will fit in a bag(maybe more I had some needles and scissors in the bag also)
but bags are just too tiny for crafters...but its most of a tailors business
So the client again...Nitram wrote:Nice Idea but you should know that your depot is already able to store an (nearly) infinite amount of time. Its the client that crashes if there are more then 100 items. So its absolutely impossible to increase the amount.

People will use exactly one bag. This bag will be the one that they are carrying with them.AlexRose wrote:People will still use bags because chests would be so heavy you wouldn't be able to lug one round like a bag when you're moving, they'd only be used for depot storage.Hadrian_Abela wrote:So instead change the volume of bags, isn't it much easier to do? It'll stop murdering tailors as well.Rosendil wrote:The chests would replace the huge amount of bags in the depots.
And the request for bags would be nearly zero. Bad for the starting, low skilled tailors.
I think, that's what ThisGuy meant.
And ffs I hate how everyone goes on about tailors. Who cares?! If being a tailor is crap money, stop being a tailor, wtf you don't see the druids, bards and priests complaining that they can do nothing but we see these tailors who could extremely easily change to another trade whining on. If you tell me you want to be a tailor for the rp, then you shouldn't care how much money you make out of it. I doubt you can get much great rp from being a tailor that you can't get from some other craft anyway, so it hardly matters. If you're just in it for the money, then you should easily be able to change trade. If you're in it for a mix of the two, well then you can rp being a tailor and make your money from doing something else supplementary assuming you need it.
The bag business is not that important for the tailors, that there would be a reason to whine upon that proposal

From the RP point of view, why should a tailor character change to another craft? That makes no sense for me - for me, a player who completly dislikes the multi crafter characters.
Back to the proposal:
1) Chest are a good idea. But maybe the amount per depot could be limited to reasonable value. A chests capacity should be much greater than a bag. 200% is too low in my opinion, maybe 1000%. Also, it should be possible to craft them with low skill level but require a huge amount of resources (boards, pins) so that the price of such a chest is not too low and the carpenters can earn some money.
2) Lockbox: Also a good idea. But it seems not realistic for me, that those boxes can never be dropped, e.g. if the wearing character gets clowded. But a lockbox could be usefull to keep your coins safe against thiefs - the NPC thiefs in the north of Gobaith and PC thiefs.
PO Rosendil
Quoted from AlexRose last statement:
It's a pity, that all crafting is centered on smithing. I'd like a variegated crafting scene in Gobaith. But thats impossible with all the common multicrafting characters and the NPC traders selling nearly everything ...
PO Rosendil and others (*hehe* ... only tailoring is really too boaring .. *grins*)
"stop being a tailor" ... Do you really think, this is an argument that counts?And ffs I hate how everyone goes on about tailors. Who cares?! If being a tailor is crap money, stop being a tailor,
I can't remember that anybody whined. But there are players, who see both sides of a proposal, and not only the shiny one.wtf you don't see the druids, bards and priests complaining that they can do nothing but we see these tailors who could extremely easily change to another trade whining on.
Money is never a reason, to become a tailor ... believe me.If you tell me you want to be a tailor for the rp, then you shouldn't care how much money you make out of it.
This is really bad rp in my opinion. Switch from A to B, from B to C and than maybe back from C to A. Would you change your mage character, if the dev's would significantly reduce the power of the mages? Switch your character to a druid, sword fighter or something else? (assumed that your mage character stats would allow that)I doubt you can get much great rp from being a tailor that you can't get from some other craft anyway, so it hardly matters. If you're just in it for the money, then you should easily be able to change trade. If you're in it for a mix of the two, well then you can rp being a tailor and make your money from doing something else supplementary assuming you need it.
It's a pity, that all crafting is centered on smithing. I'd like a variegated crafting scene in Gobaith. But thats impossible with all the common multicrafting characters and the NPC traders selling nearly everything ...
PO Rosendil and others (*hehe* ... only tailoring is really too boaring .. *grins*)
Sure, if all you do is complain that tailors aren't good enough, then yeah, it's a perfectly valid argument.Rosendil wrote:Quoted from AlexRose last statement:
"stop being a tailor" ... Do you really think, this is an argument that counts?And ffs I hate how everyone goes on about tailors. Who cares?! If being a tailor is crap money, stop being a tailor,
There's no need for there to be a dark side of the proposal, considering the huge minority of tailors that could easily solved by them changing craft.I can't remember that anybody whined. But there are players, who see both sides of a proposal, and not only the shiny one.wtf you don't see the druids, bards and priests complaining that they can do nothing but we see these tailors who could extremely easily change to another trade whining on.
Exactly, so who cares if you don't get business?Money is never a reason, to become a tailor ... believe me.If you tell me you want to be a tailor for the rp, then you shouldn't care how much money you make out of it.
No, I played a mage when magic wasn't active ig; I didn't moan about mages being useless. If you honestly think that tailoring gets no trade, then there's no point being a tailor. You don't have to be a jack of all trades, you're still only doing 1 trade, you completely forget about the other one, it's irrelevant. You're saying a tailor can't become a craftsman?This is really bad rp in my opinion. Switch from A to B, from B to C and than maybe back from C to A. Would you change your mage character, if the dev's would significantly reduce the power of the mages? Switch your character to a druid, sword fighter or something else? (assumed that your mage character stats would allow that)I doubt you can get much great rp from being a tailor that you can't get from some other craft anyway, so it hardly matters. If you're just in it for the money, then you should easily be able to change trade. If you're in it for a mix of the two, well then you can rp being a tailor and make your money from doing something else supplementary assuming you need it.
And besides, a mage couldn't become a fighter because they don't have the right build. A tailor could become a carpenter easily.
Seriously, I don't get your logic. Play a tailor, go on the forum, say how every single proposal will make tailors "even more useless", showing they already don't get enough business and then refuse to change crafts or make a new character with a different craft. If tailoring is so crap, don't do it, it's as simple as that. If not, don't complain about it. I could understand if tailoring was a useful trade and someone proposed to completely nerf it and you argued against it, but saying "tailoring gets no business, with this proposal it will get even less" is just ridiculous.
@Alex
Sadly, you completely didn't get what I wanted to explain and how this (not the bags, but the jack of all trades) impact the rp and the economy in that game.
Rosendil is know as a tailor, but this does not mean that his PO is a tailor too and thinks in that way. Currently I play mainly other characters and you can be sure, that I've not forgotten, that something else than tailoring exists in Illarion too.
I invite you to contact me via PM or MSM to continue the discussion, not from a tailors or mage's point of view, but in a collective overview of that game.
"Bags" are too irrelevant to argue against entrenched positions.
Sadly, you completely didn't get what I wanted to explain and how this (not the bags, but the jack of all trades) impact the rp and the economy in that game.
Rosendil is know as a tailor, but this does not mean that his PO is a tailor too and thinks in that way. Currently I play mainly other characters and you can be sure, that I've not forgotten, that something else than tailoring exists in Illarion too.
I invite you to contact me via PM or MSM to continue the discussion, not from a tailors or mage's point of view, but in a collective overview of that game.
"Bags" are too irrelevant to argue against entrenched positions.
I can assure you that tailors are very useless.
"Switch to something else" is a stupid argument and results in everyone being a smith or a carpenter or a fighter. When was the last time you saw a glassblower for example?
My character used to tailor a bit, never sold anything... anything. Then turned him into a smith and I do sell.
So please don't bash on tailors and increase the size of bags (as well).
Nobody likes this sort of realism, having tiny volumed bags isn't making the game more fun for anyone. Sure having 10 shovels in the same bag is not good roleplay bla bla bla.. Try holding building materials, and we'll see how many bags you'll need because of it.
"Switch to something else" is a stupid argument and results in everyone being a smith or a carpenter or a fighter. When was the last time you saw a glassblower for example?
My character used to tailor a bit, never sold anything... anything. Then turned him into a smith and I do sell.
So please don't bash on tailors and increase the size of bags (as well).
Nobody likes this sort of realism, having tiny volumed bags isn't making the game more fun for anyone. Sure having 10 shovels in the same bag is not good roleplay bla bla bla.. Try holding building materials, and we'll see how many bags you'll need because of it.