Loot area and Wholesale trade

Assuming there is a trunk you mean, personally I hope there aren't any vehicles, but my own brahmin pulled cart might be interesting or even a supermarket shopping trolley.

I suppose it depends where the trader is, if they are at an outside stall, or tent etc and you can get your trunk close to them, then it might be a good idea to be able to trade directly from your trunk. On the otherhand if they are on the bottom floor of an old vault and you have to traverse caves and tunnels and stairs etc to reach them, leaving your trunk behind then I'd say no, it would make things a little too easy. Perhaps though if they are someways from where you left the trunk, then perhaps when you bring up the trade screen you'd still see the contents of the trunk but they would be grayed out. You wouldn't be able to trade them but you would be able to find out their worth from that particular trader, sort of saying 'hey I've can get so and so, how much for them?' so you know if it's worth your while going back and getting them to sell. Though if you do go and get them and then take them back to the traders there would be no guarentee that they would pay that price once they've had a chance to examine them.

Though that would probably require to much scripting.
 
I think it'd make more sense to just have anoynmous container objects created whenever you drop something on the ground rather than the tedious item stacking we all know from Fallout 1 & 2.

I'm talking about containers (e.g. "stuff"; if only one type of item is contained within one coudl go by the name of that item and maybe a prefix like "pile of" or whatever) that are created by the engine when you drop an item and disappear when they are empty.

That approach would remove one of the major annoyances (having to pick up your entire inventory before getting married was a wee bit of a PITA if you wore powered armour and were at the maximum weight capacity before you auto-dropped your stuff -- having an automatically generated container from which to pick your items would have also added realism here) and wouldn't go as far as having "area" loot boxes.
 
I like that idea, Ashmo. With the powered armor and so on, and ammo broken down into bricks, you could end up clicking like 500 times in Modoc... having to do that could make you very, very sorry you slept with Miria...
 
Lord 342 said:
... a way to highlight everything "actionable" in the room ...

For years of playing Fallout 2 I never thought to try searching the peg boards that were mounted on the walls behind tool chests. Then I saw my girlfriend try it the first time she played, and very quietly called myself a dumbass.

We need ways to make dumbasses of ourselves in situations not relating to real life. To remind us that some mistakes just don't matter. And besides, in games, you can always load a saved game... unless you were a total dumbass and haven't saved your game in two hours.
 
LazyGnome said:
Lord 342 said:
... a way to highlight everything "actionable" in the room ...

For years of playing Fallout 2 I never thought to try searching the peg boards that were mounted on the walls behind tool chests. Then I saw my girlfriend try it the first time she played, and very quietly called myself a dumbass.

We need ways to make dumbasses of ourselves in situations not relating to real life. To remind us that some mistakes just don't matter. And besides, in games, you can always load a saved game... unless you were a total dumbass and haven't saved your game in two hours.

Precisely. My first couple games I never searched tool boards, work benches, or "Stuff"s, because I was convinced they couldn't hold items. When the player makes a mistake, it should be a realistic mistake, not a game-interaction mistake. One of the reasons Baldur's Gate II had bad interface was that two identical objects may or may not be searchable. One chest could be searchable and locked, searchable and unlocked, full, empty, or inert scenery. Ugh. ToB added the ability to Highlight actionable items, which was not a nicety, but a neccessity with that kind of engine!
 
ANezvigin said:
Think of it as the same thing as clicking on a single body.

When you click the body, your character moves towards the body and beings looting that body.

Well, here, you would have the same thing. Except, you could hold a certain hotkey and drag a select box over the area you want to loot.

The character then walks between the bodies you selected and tries to loot both of them. If the character cannot reach both bodies from the position he is in, you will get the message:
"Cannot reach both bodies at once"

This still ignores the possibility of more enemies in the area being taken into account. Yes, you just killed the raider across the room, but this doesn't take into account his hidden friends around the corner. Would then the actor automatically rush over to loot, or would it be remotely lootable? Or then would you go back to what I mentioned earlier, where the loss of danger still being present in the area would be removed?

These kind of ideas go well for Dungeon Siege, where the gameplay really doesn't matter in the zergling rush of "tactics", but it doesn't work for games that DO rely on level design.

But if it's just bodies, any trap around the bodies you will walk onto whiel you walk towards the center of the bodies you selected.

So much for the most important part about traps, that they rely on the element of surprise. If it skirted around where a trap/enemy/etc. was, it would make it quite obvious.
 
To the post above..

I really don't understand your point.

If I click on a single body to go and loot it, my character will walk towards that body and being looting.. like he should.

WIth the feature I recommended, the same exact thing happens.

The only difference is that instead of walking towards a single body, you walk between both bodies. If they are not within your reach, you won't be able to loot both of them.

Nothing changes as far as traps and such because:

- If there is a trap on one of the bodies, it will still go off.
- If there is a trap on the way to the bodies, it will still go off.
- If there is a raider around the corner, he will still shoot.

So nothing changes except the fact that you have the ability to loot 2 bodies that are either on top of each other or really close to each other.
 
Why having a "pick-up-all" button? For Master's sake, this is a post-apocalyptic game, where you need to feel the scavenger inside you!

Looking through the area if you havent missed anything is (for me) one of the sweetest moments in Fallout, when I feel that I am a scavenger! And carrying all this stuff to the car and on backs of your comrades...

Sniffing the grease on weapons from Sierra Army Depot and wiping the dust off Laser Pistols in desks...
Picking up a Glock86 from a dead, burned body of Glow's technician...
Finding an abandoned flask of booze and box of 12ga slugs in the Deathclaw warehouse...

And you want to let it all go just to save time? Looting the battlefield after combat is extremely important and contributes to the PA feel of Fallout!
 
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