Postby SekoETC » Fri Mar 30, 2007 6:52 pm
There is a bit too much categorisation if items are separated not only by material but stage of deterioration as well. Most people only have one tool of a sort. One problem is that all the resources get on the way. But having an expandable list is an off-game method, an ingame method would be building tool holders or tool belts, keeping stuff in different pockets and containers. We just cannot have items put into containers for some reason.
It would be useful if resources were separated at least into food and non-edible stuff, maybe processed resources and natural raws, foods could be split into healing, daily and dual action then the eat button wouldn't have to show up for unedible things like sand. Not loading the graphic over and over again would save some loading time.
But as I said, a better ingame solution would be to make (portable) containers cheap, have hide and cloth bundles that only take one hour to make and hold from half a kilo up to three kilos. Then people could separate their items naturally and open a bundle when they need something specific. Oh, and labeling the containers, there's another thing. Since with them being cheap, there would be a lot of them. The only problem with cheap containers is that people would stop making the expensive ones, RD thinks. But if you have a lot of resources, naturally you get pissed if you have to use a different container for every half a kilo, or even for every one kilo, imagine having 15 hemp cloth bundles in your inventory, each holding one kilo of resources, in some cases of mixed types. Rather than going to that, the person would most likely invest in a bigger bag for example for potatoes or some other heavy resource.
Not-so-sad panda