Talk:Encumbrance

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A shotgun shell is as bulky as a baseball bat or a flak jacket? Makes perfect sense to me. --Shinosa 11:38, 9 March 2007 (CST)


As many have been complaining about their inventory being too small, I've made a file to arrange it, here. 47KB, easy to use, Excel.-- Dance Emot.gifTheDavibob LLLDance Emot.gif 13:42, 11 March 2007 (UTC)

Why?

My understanding was that the old inventory system worked the same way: certain items took up more slots in your inventory. So, why did we need encumberment? Isn't it just another way of doing exactly the same thing? Only, now it's more restrictive?

Did this come out of the blue or was there a long, reasoned discussion before this feature went public? I'm completely in the dark here.--Koppie 00:24, 14 March 2007 (UTC)

I think this was implemented to be more User friendly. This way you can actually tell how much stuff you're holding and not have to guess about how many slots are left.--Mercsenary TRCDC 21:35, 14 March 2007 (UTC)
But you can already tell if you use one of the many plugins designed for Firefox. Is this seriously the only reason this feature was implemented?--Koppie 09:48, 16 March 2007 (UTC)
Most likley, yes. You'd be suprised how many UD users don't have Firefox, and I wouldn't question The Most Holy Kevan, aka "the dude who runs this game", 'cause he'd probably have the stats.--Cap'n Silly T/W/P/CAussieflag.JPG 11:39, 16 March 2007 (UTC)
I assumed this came about because it was just laughable to imagine a survivor lugging four generators, a radio transmitter and five fuel cans, along with 7 shotguns and some first-aid kits. It forces specialized roles, so you can either be a medic or a shooter, but it's now damn hard to be both. Shinosa 15:29, 16 March 2007 (UTC)
Also, the old system was rather mad. The size of items was based on how much data was stored about them. For example, because shotguns and pistols had an ammo counter, they took up two slots. That was fine, until the radio came along, storing 4 numbers (the current frequency setting) and therefore taking up 5 slots. So, a portable generator used to take up 1 of 51 whereas a hand-held radio took up 5 of 51. It didn't make much sense, and wasn't very adaptable (from a programming point of view). This new system is far more sensible, although you might argue about the actual percentage values of specific items. --Funt Solo Scotland flag.JPG 10:40, 18 March 2007 (UTC)
Eh, from a programming POV it makes sense too. Joy! --Cap'n Silly T/W/P/CAussieflag.JPG 10:47, 18 March 2007 (UTC)

100%

what happens if you were going to pick something up that left you over 100%? can you reach 100%?

It puts you over 100% and you can no longer pick new things up, that's all. As soon as you drop below 100% you can again pick stuff up.--Karekmaps?!

Another limit?

There seems to be another limit on the number of items carried.

One of my zombie characters was recently at a fire station collecting and tuning radios before buying Brain Rot, when I saw the message:

Despite your encumbrance, you simply cannot carry any more.

At that point I was 88% encumbered, with a total of 28 items (13 radios, 1 empty shotgun, 1 empty pistol, 2 clips, 10 flares, 1 flak jacket.)

So what could be the rule here? The only "round figure" involved is the number of flares (10) but I'm sure someone would have noticed by now if there was a specific limit on the number of flares.

Judging by some of the preceding discussion, the old inventory system (if most of the mechanism is still in place) could be involved. I was carrying an unusually high number of radios (which apparently in the old system took up 5 slots each.) Counting 5 for each radio and its frequency, 2 for each weapon and its ammo count, 1 for each clip and 1 for the flak jacket gives a total of 92 slots if flare guns have an ammo count (or 82 if they don't.)

This system was before my time and I don't know how it worked, but maybe someone who remembers it can shed some light on this? I intend to continue collecting radios and if I learn more in the process I will post it here. --Explodey 11:29, 3 March 2008 (UTC)

I see this subject has also been discussed in Category_Talk:Items although the numbers there don't match what I am seeing. --Explodey 13:05, 3 March 2008 (UTC)

Yup, the old lilmiting system is still in place. You can read on it here --~~~~ [talk] 16:00, 3 March 2008 (UTC)

Having experimented a bit more and read the related pages, I think the inventory limit has increased, to somewhere between 82 and 85. My character now has 16 radios (80 slots) and a flak jacket (1 slot), and just succeeded in picking up and dropping an axe. Searching again gave the "Despite your encumbrance, you simply cannot carry any more" message. Dropping the now-empty pistol didn't help. This also suggests that the limit is on the total items that can be held, not on when you can/can't pick up another item e.g. you can be 98% encumbered and pick up a generator, but you can't drop just below the inventory limit and pick up a radio.

Maybe some mention of the inventory limit should be made on the Encumbrance page, since that is the first place people look when they see that message? --Explodey 08:53, 4 March 2008 (UTC)

yes, a mention should definitely be added... --~~~~ [talk] 08:57, 4 March 2008 (UTC)

638% encumbered

http://iamscott.net/1351874077460.html     : : : : : : : : : : : : : : : : 16:36, 2 November 2012 (UTC)