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Inventory system is non-intuitive and confusing, please consider EFT, Dayz, SCUM

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Feedback Tracker Ticket
https://feedback.bistudio.com/T166665

Here are some of the biggest issues, please take a look at EFT as it is much more intuitive system, and can be made to work on consoles without massive "Dumbing down"
There is a reason players love it so much and consider it the "gold standarad", it is simply because it is intuitive and makes a whole lot of sense

1) Every player wearable has the same amount of visible slots but different "Capacity", this is highly counter intuitive, for example players cannot put M249 belts into any ALICE vest except ALICE machinegunner, even though it looks like there is enough slots for it, yet we can put RPG's into the M70 Parka for the FIA.

2) Most magazines are the same slot size even though they are pistol / Rifle / M429 / RPK / PKM / Even 100rnd .50 cal boxes are 1 slot same as a bandage or a compass? Makes no sense.


3) Get rid of % Capacity of wearable items, keep the weight, make slot arangement represent what we can fit into vests, backpacks and pockets. 

4) Make magazines, grenades, and all items non-stackable in the wearables but stackable in ammo boxes / vehicles. With a ceritain quantity limit per box representing the size (depth of the box).

5) Make magazines / belts / RPG's / an appropriate # of squares based on item size.

6) Make slot arrangments on vests unique and based on the capacity of that pocket. That way it is CLEAR on WHY a certain vest works with things like M249 magazines while others do not.

7) R key with item selected to rotate the item

😎 Bonus: Server side option to make only items on vest / pockets / hotkeyable, and magazines only from vest / pockets reloadable (launchers reloaded manually from backpack). Ai would ofcourse ignore this setting

Thank you for reading! 
 

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I want a pocket system like in jagged alliance 2 v1.13, but that's simply not gonna happen.

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