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Posted: Thu Jan 18, 2007 1:48 am
by N-Aldwitch
Ah yes, sure, there's tiredness but one could simply drag his or her maximum five times over, thus making the whole strength-restriction-without-assistance rather pointless.
Posted: Thu Jan 18, 2007 2:20 pm
by Nakranoth
Oasis wrote:And instead of it just failing if your pile is too large, can it not at least move what you do have the strength to? (at least until we can choose an amount)
This may actually be the best way to allow for it... once a day (or tick if that works better) per resource per location up to your max draging... like this one person can only feasibly drag X amount of resources at a time, but allows for that amount to be less then the total in an area.
Posted: Thu Jan 18, 2007 9:47 pm
by wichita
I agree. It accomplishes the same end and saves us the extra clicking of having to pick it up it up, go in the other location, drop it, go back out, repeat. It still gives an advantage to stronger characters, as well.
I think it would be a good compromise, if it isn't too difficult to program.
Posted: Thu Jan 18, 2007 10:10 pm
by tiddy ogg
Note that you can pick up your maximum, then try dragging the rest, so it can still be some help as it is. But when you get 80 days worth of carrots/potatoes//limestone it's still going to be a pain... but I thought the idea was that it's supposed to take time. (Or was that just an excuse?)
Posted: Fri Jan 19, 2007 5:48 am
by dryn
I am just going to remention the use of a wheelbarrow to boost the amount of resources you can drag. It really is quite a nice idea.
Posted: Fri Jan 19, 2007 7:59 am
by tiddy ogg
[quote="dryn"]I am just going to remention the use of a wheelbarrow to boost the amount of resources you can drag. It really is quite a nice idea.[/quote]
A vehicle that can go in buildings. I thought that was the main intention of the wooden cart, but it turned out not to be so.
Posted: Fri Jan 19, 2007 9:15 am
by Chris Johnson
wichita wrote:I think it would be a good compromise, if it isn't too difficult to program.
The compromise was allowing resources to be dragged at all
The problem with any partial dragging (either selection of amount to drag, or dragging all you can) is that the initial pile of resources can change its state in numerous ways - people can add to it, take things from it , projects can complete and end up adding to it, it can be dragged by others and outside a lot of resources can rot during the day.
Even in a dragging project which seems to work immediately there are plenty of chances for the pile to be altered because of the numerous checks which are made on dragging (object still there, you're not doing any thing else, the target is unlocked etc), for simplicity's sake we overcome this by requiring the whole pile to be moved.
Because of this it is unlikely we will implement a partial moving system - especially as there are in-game methods of achieving that - they may not be ideal but characters can take several journeys .
There is some merit in the wheelbarrow suggestions