Storage question


  • TF#4 - EMISSARY

    I found this in one of the news articles: "If you engage in the merchant profession, things get even more complex, of course. In Fractured, there is no magical “stash” or “bank” that makes your items easily available everywhere you go. You can earn some warehouse space to store your items in a village, but such space is not free – and even if you unlock it, what you deposit in the village stays in the village. As your character inventory on Fractured is quite limited, you’ll need wagons to move resources – which means animals to drag them, and a proper escort to see that your bounty doesn’t fall to unwanted hands."

    How will this work for merchants and players in general? Seems like merchants will need to sell everything from a cart unless houses/stores with storage can be built, and players with limited inventory will have to 'live off the land'. Other articles seem to be at odds with this - at least in the early stages until gear and skill can be improved so that a player doesn't stay in a town. While I can see not having access to bank slots from everywhere, it seems that crafting or selling will need to take place quickly after obtaining resources, lest a thief or gang plunder all your hard work (they get a justice hit, but your resources are still gone). Same for PVP - will you need to be selective in looting because there isn't room to loot everything?

    Maybe the ability to craft bigger bags or buy additional storage in a village will help. Also the ability to convert resources to currency would help - have a local village bank to put currency in so that you don't have to travel with all of it, and risk losing it all if killed and looted. Am interested in knowing more about how inventory and storage will work


  • TF#4 - EMISSARY

    I hope we will be able to use bigger carts than those shown in the video! ( https://youtu.be/F4WCvtKczgw )And it would seem to me that the wagon was moved by the player ... not from an animal. But of course it would be cool to be able to train one!


  • TF#3 - ENVOY

    I see what you mean. Though I like the idea of not having magical access to an inexplicable amount of storage space, it could definitely become extremely inconvenient is not balanced right (as in inconvenient enough to be a game-killer)
    Maybe we'll be able to build a small handcart or something, or at least craft a bigger bag (for those not focused on the merchant life)?



  • I'm hoping to see a wide selection of options for bringing more stuff on your travels; travel packs with mobility/combat trade offs, a range of mounts that trade varying amounts of speed for extra inventory space, and non-mountable work animals with tons of storage but are very slow.

    Keep in mind that with survival mechanics, you'll also have to bring along food, water, resting supplies, and appropriate clothing depending on your travel plans. Inventory management will likely be a big thing.

    @nebulus

    at least in the early stages until gear and skill can be improved so that a player doesn't stay in a town.

    There are no early stages. You won't grow much in power; you pretty much start at endgame. You can stay in a town if you want. In fact, I think a main idea of the game is figuring out where you want to live and basing your activity from there.

    it seems that crafting or selling will need to take place quickly after obtaining resources

    Seems like merchants will need to sell everything from a cart unless houses/stores with storage can be built, and players with limited inventory will have to 'live off the land'.

    The article you quoted indicates there will be storage. And there will likely be a way to set up an npc to sell stuff for you, maybe even local auction houses. The next spotlight is on settlements; it might touch on this.


  • TF#10 - CONSUL

    @nebulus

    What you own at home is only accessible from home. What you bring to a market is only accessible at the market.

    You won’t have a stash/bank at home and town that’s connected.

    You’ll end up saying “gah, I left that at home and it isn’t helping me here!”


  • TF#4 - EMISSARY

    @target

    While it's true that you won't grow much in power, there does appear to be an early stage in regards to abilities unlocked by gathering and applying knowledge points. From the journal covering Knowledge:

    "Exploration. Unlike most MMOs you’ve likely played, a new character on Fractured is not only unaware of combat and magical arts, but also oblivious of the geography of the world it lives in. This ignorance is reflected in the world map, which presents itself as an empty canvas. If you want to become a knowledgeable explorer, you need to travel through every region of the world with some parchment and a pen at hand, taking a little time to write down what you’re seeing. Whenever you document a new location, it becomes permanently visible (in detail) on your world map, and you’re awarded with Knowledge Points according to the importance of what you’ve recorded."

    Unless this is modified, it appears we won't know much about where we want to live without exploration to unlock map sections. This means getting your bearings and surviving carrying the food, water and other items you mentioned above until a good location is found. Definitely not a show-stopper, but you're right that inventory management appears to be a big thing, particularly until we progress enough to get established. The trade-off may initially be between balancing early survival vs gaining knowledge/resources. I'm sure more upcoming details will flesh all this out, and it's interesting to hear everyone's thoughts about it


  • TF#4 - EMISSARY

    @jetah

    This is true and should add a definite thought process to the game, which I think is good. Once we get started playing, probably won't be a big deal since everyone will have the same limitations to adapt to


 

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