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Post by Staff of Charon on Sept 4, 2020 19:04:51 GMT
Having drops to pick up like the pawn items presents a perfect opportunity for a player inventory. It would be nice to see what items you have collected, how many of those items you have, and how much they are worth if sold at the pawn shop. Ammo for your guns could also be displayed in the inventory too, as well as how much ammo for certain guns would cost to refill.
As far as I can tell, there is no way to see how much money your loot is worth until you actually take it to the pawn shop to sell.
This could also put a limit on how much loot the player can carry at a time? Once your inventory is full, the player cannot pick up any more and must sell what they have at the pawn shop. The size of the inventory is something that could also be upgraded to allow the player to hold more before needing to sell.
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Post by mase on Sept 5, 2020 7:45:49 GMT
We had this discussion over a month ago, but luckily my long term memory rarely fails me. This is actually a perfect example of why using a forum for these kinds of things can be very beneficial. Here is the relevant excerpt:
mase07/25/2020 I'm currently working on the pawn shop and need your input on a couple of things.
The most basic approach: The loot would basically be jewelry (rings, bracelets, watches, necklaces). The way I imagined it, is that each item has a hypothetical value (1, 2, 3, ...), which represents its selling value, as well as its required inventory space. The player has a certain carrying capacity that will be linked to one of the skills. So let's say the capacity would be 100 units, this would for example, allow the player to carry 50 items of value '1' and 25 of value '2'. Once the player has filled up their inventory, no more loot can be collected and the player needs to sell existing items at a pawn shop. The price a pawn shop will offer could depend on your popularity in a city (how many houses you control). This should give the player an incentive to pick the most suitable pawn shop.
Another option would be to allow the player to micromanage the loot, i.e. see a list of all loot items, decide which loot to keep, drop, sell etc.
Disadvantages: 1) The complexity of implementation 2) The need to explain the details of this feature to the player 3) additional UI cluttering
Advantages: 1) Could have pawn shops that are willing to pay more or less for specific items 2) Make value and size of an item independent and allow the player to discard items to make room for more valuable items
What do you think? Any ideas?
Riftskipper07/25/2020 I think a simple system would be best. I feel like this feature exists mainly to: 1. provide flavour 2. provide a supplementary source of income
This means that having a complicated system would be overkill, since having the player need to manage their inventory would just add a layer of "busy work" and potentially cause annoyance. In fact, I wonder if you even need the inventory limit at all. While unrealistic to allow the player to carry infinite watches (then again carrying 100 watches isn't realistic either), it would eliminate the feeling of "argh I need to empty my inventory again", and instead make it a "oh nice I got bonus loot from that mission" or "damn I need cash, oh right I can sell stuff for money, great!"
The price varying based on city and popularity is fine.(edited)
mase07/25/2020 Great, that’s exactly what I wanted to hear. also I don’t mind removing the limit at all. You’re right, it might become annoying, having to constantly empty your inventory.
Three_Pryme07/25/2020 I concur with @riftskipper having everything cluttered into a limited inventory like that would honestly get very frustrating very quickly.
mase07/25/2020
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