Figured to mention I actually did find gear with encumbrance +33, full set, if I recall because I couldn’t sleep at 4am but was tired then found a booklet for +45 and food +45 I believe so this problem is solved the moment I become overloaded and that new camel gets full up, riding that thing is way more fun than a horse.

Just need to buff the armor in defense because well I don’t believe it will stack up well once I acquire the prints to make the HQ stuff.

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It doesn’t jump over obstacles but yes, it’s more fun because you can turn easier even full speed!
I will insist however, without trying to force my play style, not to apply hopes on encumbrance armor sets. In Siptah you can get the primitive set epic and have 1400 armor from the very beginning of the game. It’s unbelievable heavy however.
The reason i want you to build always fighter, dress always fighter is simple and it comes from personal experience my friend. Many times through fights i lost a piece of gear and i find my self overencumbered and not able to move, so i died. When i was going back to retrieve my things i was again over encumbered because the piece of armor was still broken.
This situation can create panic even in the most experienced players. The bad outcome now is that our followers are fragile. So in this nusty situation you may loose a follower too and it will become really devastating.
I am 1000% sure my dear friend that this has already happened to you too. We are human, not bots, we loose our concentration, we heat up and we do the one mistake after another. That’s why i don’t trust encumbrance armors anymore.
A bearer tier 3 or a camel fighter go high hp. But if you don’t have end game gear, i will suggest you camel. It goes in low levels over 10k hp extremely fast.
It’s 50 slots with 2 camels, and if you reduce the fiber they need to stay alive it’s 48 slots. It’s good enough to go back and forth but with absolute safety.
I do trust your guts. I just share as friend, not expert and all these sh.t, i am no better than you, it’s friendly talking nothing else :hugs:.

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I was just thinking about something, and it would have ramifications extended across the game. But it might be a great compromise between those who hate Beast of Burden and those who swear by its use.

But what if encumbrance was effectively removed from the game? No more weight. No more encumbrance and no more issues with walking around like you have poopy pants

Instead its replaced by inventory slots. Players would have a set amount of inventory slots and for each point of expertise, you get more slots. Encumbrance armor could increase the amount of slots as well.

This means when you are carrying enough materials to build a building. You’re not required to go 20 into Expertise to make the experience bearable. But if you go on extended adventures you’ll likely still want to use thralls to carry all the various stuff home.

The downside to this is the ramifications it would have in PVP, as stack sizes for many things would need to be re-evaluated to ensure that you can’t simply carry city destroying ordinance in your pockets. But on the other hand, if they were to make it so you can’t easily craft explosive jars on the fly, the limited inventory slots (we’d have far less than the 250 we have now) would actually aid with some of this.

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I do remember Vintage beef series about Conan exiles! I watched his 50 episodes for it. Frankly i believe that he made the best series for Conan exiles than anybody else all these years.
When he finally reached to the point that he could play full encumbrance, he felt like he cheated the game, it was such a nice feeling and i remember it for my self too. This wonderful feeling created a need, to find a way to play all the time this way. That’s the mistake only, on players side not on developers side. What developers have made with encumbrance in this game, is fantastic. Their job, their endless calculations for balancing situations are quite obvious. It’s pity all this effort, all this job through the years to be thrown in a bin.
Devs are giving us hints how to play, we must have our eyes open all the time and be ready to change game styles, change habits and enjoy this game more.
Do you know why a naked person can defeat everything in this game just wearing a tattoo?
Because this is exactly what a player needs in this game, knowledge of his opponents and a good weapon, not even healing items, just a bit food and water just to remind us that we play a survival game. And that’s the amazing thing in this game, rich and poor are equal, and sometimes, poor are better :wink:.

Originally when I read your idea, I thought it was a little pointless. I thought that it effectively would allow the same functions as the current system does, but the more I thought about it the more I like or even crave this idea.

This could absolutely be done. There is one immediate issue I see here, (Obviously you can’t define the proposal and every single change- I get that). That issue is in the way that items are digitally stored. If we are effectively lowering the amount of an item per slot that can be carried, the database of a server would massively increase… We’re talking severe bloat levels… But I have a suggestion for thatlater.

To carry the idea forward where this might work better even than the current system, I suggest having a set number of slots somewhere between 50 and 150 in comparison to our current 200. More slots could absolutely work in the system you propose, but I’m going to use 50 slots for the sake of an example. As an example item/material, I’ll be using Stone. Right now, you can carry 1000 Stone in one slot, which I am going to cut in half down to 500. That means with no Expertise, a player could carry 25,000 Stone with 500 less each slot taken.

Current base carry capacity at level 0 is 95 (please correct if I’m wrong there), and that means in comparison to the roughly 1550-1600 Stone you can currently carry at that point, you would be able to hold a lot more. This might alleviate some of @SabunoHakia’s initial concerns, making basic inventory management “easier” on the player in some ways and harder in others.

To move on from this, every point of Expertise would increase the base slot capacity values of each of these items by 20% of that base value. That means that somebody with 20 Expertise would be able to carry 125,000 Stone. From that point, you can keep Beast of Burden in-game, but instead of it being the end-all-be-all “I can carry everything!” Perk, it would double the existing carrying capacity for true max farming runs. (In this example, we’re talking 250,000 in a single run which is 50,000 more that you can currently carry for a maximum run.) Obviously these values could be tweaked to appropriately address the actual amount of items you think creates balance, but I consider this concept to make Expertise more worthwhile in general.

This idea could also apply to other items like potions and arrows, and that would give Expertise far more control over how a battle loadout might look. Again, as some examples, we could be talking about one slot of arrows going from 10 arrows to 100 or 2 potions to 20. Those base values sound small, and I assure you, they are… But using your slots tactically could really be interesting and to your advantage here. A warrior with no expertise could absolutely live off that 50 slot limit with those base numbers, but they would need to think about their inventory carefully. The one thing that comes to mind as a problem is running out of a stack. A new auto-feed from one stack to the next of the same item would almost be required for this, but I think if done properly, that is the perfect remedy.

Now, to get back to the server/save file bloat that I was talking about before. All storage will benefit from the maximum slot size (or perhaps more). There is a PvP “Too much storage!” argument to be had here, that much is true. Still, I think that the benefits are huge to the game for players unwilling to fully commit to Expertise, to the tactical approach to inventory management, and to the performance of servers.

I’ll give one more rundown for Stone with the same system here but different numbers as before (to accommodate for the “value” of a slot for a thrall, weapon, or armor):

  1. 50 slots: 500 slot capacity, +20% slot capacity each point of Expertise
  2. 100 slots: 250 slot capacity, +20% slot capacity each point of Expertise
  3. 150 slots: 150 slot capacity, +20% slot capacity each point of Expertise
  4. 200 slots: 125 slot capacity, +20% slot capacity each point of Expertise

Please let me know if you would have any suggestions to this system, because I would really like to attempt to create a mod around this concept!

Also, just a straight-up thank you to you, @Taemien, because while I don’t know if I can create a mod like this, you’ve really given me a strong interest in trying.

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Look here you, what if I want to farm ichor AND aloe AND volatile whatevers from basilisks? Not everybody goes out and decides to farm 10 million stone in a week. :eyes:

Also, what if I’m playing on Pandemonium (like always) and simply want to haul 24 thralls from boxes in my base to my thespians in the hub? Or I need to pick up everything to move from one server to another (god forbid).

We ALL saw what happened the last time the devs decided to play with inventory. I STILL can’t organize a vault the way I used to be able to. I’m not sure we want these people accessing our inventories EVER again.

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Yeah I definitely wouldn’t want to decrease stack sizes for common materials for this reason of storage bloat. Not unless storage for specific items became normal, and where changed from slots of items to just carrying a counter that you deposit and withdraw from.

I’m not even certain I’m 100% behind my own encumbrance idea. But I’ve seen it work like this in other survival games and it seems to be fine there.

…And I’m very much unsure of my own iteration on your idea, but if I do end up doing it (unlikely) I’ll post about it and tag you in it in case the realized idea might be a little more clear/likable.

Its definitely an interesting situation. The current encumbrance system isn’t well defined and has some weird issues (completed crafts weigh more than the sum of their parts for example) and generally is more of an annoyance than a tool to provide engaging gameplay.

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