There’s some major changes that are coming to way certain things work on ZS, and I want to tackle the way how trinkets operate and also how crafting operates ultimately, leading into what would be the production of a fairly simplistic inventory system for ZS that shouldn’t be too intrusive to gameplay and in fact I think it complements it better than the current system even.
Here’s a basic cropped screenshot of what I’ve got currently, some of the icons are rudimentary right now. Not 100% on the layout but I’m fairly happy with the basics:
This inventory I think is going to appear when you hold ALT, which is how I currently have it setup to work. There’s going to be 4 categories (probably on 3 if I were to release it first, though). Stored weapons, trinkets and components and potentially consumables will be here.
People have requested being able to store weapons in their inventory for quite some time with the new remantling systems that have been put into ZS, so that’ll be a possibility with this inventory category. The way I’ve got it setup right now is that you can hold one of each type of weapon as a spare. I’m probably going to impose some type of hard cap for each category based on the amount you can hold. Perhaps I might add skills that can increase this for a downside. This change allows you to pick up weapons to disassemble even if you’ve already got one of those equipped. There’s buttons on the side that give you the possibility of storing your currently held weapon and equipping one from the inventory if you don’t already have it. I don’t think this is intrusive, it’s probably easy to do even while moving.
What also I’ll be doing as you’ve noticed, is trinkets appear in the inventory. Trinkets are a bit of a mess to manage right now if you get even more than one, and there’s not really an easy to view what they do if you happen to pick one up. So with this system, trinkets aren’t going to be inherently weapons anymore. Having the trinket in your inventory will be enough. You can switch to this tab and select the trinkets and view what they do from here, which I think is a major improvement to the system. Now you might ask about missing functionality related to being able to drop and give trinkets, to which I’ll add, this is the ALT menu so what I’m probably going to do (alongside the weapons and components tabs) is if you’ve got something selected, instead of giving or dropping your currently held weapon, it’ll give or drop whatever item you’ve got selected. Buying a trinket or picking one up will put this straight into your inventory.
Finally, the rework to crafting is potentially the most controversial one so I do probably need some input on this one since I know people have very strong opinions about it, but the way I’m doing it allows crafting recipes to become potentially secret and add an element of discovery. The way I have it outlined is as follows - you can either disassemble an item from your inventory to get just a component or you can use a remantler to get the scrap and the component, so yes, before you mention, you won’t NEED a remantler to craft, but it is an optimal solution to use one. With this component you’ve just obtained you’ll be able to use it on any weapon but the game will tell you if the crafting is successful or not, otherwise you won’t consume the component. The major strength of this is now you never have to do any in world crafting ever. You can do it completely from your inventory, and you also have the ability to do it with upgraded weapons in the remantler to retrieve their scrap value. An important thing to note is that you’ll actually need to try using the component on different weapons to find recipes. Before you ask, the crafting recipes that currently exist in ZS won’t be modified strictly, they’ll be just start using the components.
For an example: You find a Battleaxe Handgun and you disassemble it from your inventory, which gives you something like a Barrel component. You’ll use this barrel component with a Glock in your inventory and it crafts that Glock into a Waraxe. With crafts that involve items from the world, such as explosive barrels, I think I’ll make it so you can interact with them from alt to change them into a component you store in your inventory. To counteract the problem of people potentially “absorbing” a bunch of components and hoarding them, I’ll probably just make the capacity of the component inventory small.
And that about sums it up for what I’m proposing to change this to. I think cohesively this system covers a lot of bases and fixes a lot of clunky functionality and makes it far less foreboding in the long run. I need feedback though, if you think something isn’t going to work or you think certain types of functionality are worse, you should let me know in this thread. Also don’t be afraid to ask questions about how things in this system work in general, because I might not have covered all the issues pertinent to it in this thread.