Build #138: Cart before the horse

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
Post Reply
BansheeXYZ
Posts: 473
Joined: Fri Oct 23, 2015 8:19 pm

Build #138: Cart before the horse

Post by BansheeXYZ » Wed Oct 31, 2018 12:00 pm

Carts cost 150gp and horses cost 1000. Classic lets you choose the "cart" setting without checking to see if you own a horse. Thus allowing you an exploit to get horse speed without buying one. This seems like a bug in classic that hasn't been addressed in DFUnity. But I feel like it would've been noticed by now if it was... or maybe people just really enjoy this exploit? ;)

User avatar
Hazelnut
Posts: 1389
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Build #138: Cart before the horse

Post by Hazelnut » Wed Oct 31, 2018 12:13 pm

This is not a bug report, and belongs in Mods & Features General IMO - so I've moved it here.

It's not really a bug in classic - the cart comes with a slower horse. So you don't get full horse speed. The cart transport option is a little suspect certainly, but that's how they designed it. In DFU there will be other differences between horse & cart: can't jump or strafe with cart. Waiting for PlayerMotor changes to be finalised before tweaking this stuff.

BansheeXYZ
Posts: 473
Joined: Fri Oct 23, 2015 8:19 pm

Re: Build #138: Cart before the horse

Post by BansheeXYZ » Wed Oct 31, 2018 1:33 pm

Hazelnut wrote:
Wed Oct 31, 2018 12:13 pm
the cart comes with a slower horse. So you don't get full horse speed.
Well, a horse being slower because it's dragging a cart behind it is no surprise. That doesn't necessarily mean it was designed to be a much cheaper horse.

I suppose we'd have to ask an original dev to be sure. It could just be some incomplete idea that they made concessions on. There's no advantage to traveling by cart unless it's cheaper, so it's possible.

User avatar
Hazelnut
Posts: 1389
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Build #138: Cart before the horse

Post by Hazelnut » Wed Oct 31, 2018 1:38 pm

In DFU fast travel by horse is twice as fast as walking. A cart is in between the two speed wise.

There are several unrealistic aspects of the transport system, for instance scaling city walls with 2 horses and a full cart in your pocket. These streamline the 'reality' a bit because full simulation would be boring and be a lot more effort to develop. It's an abstraction, all of it is. The question is does it allow for players to get into the fiction of it all and enjoy the ambience?

This is my view anyway, FWIW.

BansheeXYZ
Posts: 473
Joined: Fri Oct 23, 2015 8:19 pm

Re: Build #138: Cart before the horse

Post by BansheeXYZ » Wed Oct 31, 2018 4:26 pm

Yeah, I get that rpg backpacks are bottomless pits that also carry horses. I just didn't see why the game was selling horses separate of carts, and then appearing to give you one anyway.

Helegad
Posts: 57
Joined: Sun Oct 07, 2018 6:24 am

Re: Build #138: Cart before the horse

Post by Helegad » Thu Nov 01, 2018 10:45 pm

I agree that this is something worth overhauling. The cart makes very little logical sense and is too "OP". It's a really cool feature but very poorly implemented, in my opinion.

I think you should need a horse before you can have a cart. The prices should be changed dramatically too. I would suggest 5,000 for the horse and 25,000 for the cart. The "cart" transportation option should be merged with the horse, so that if the cart is empty, the player rides the horse. Having anything in the cart (up to 100 kg) would force the player to ride the horse with cart with a 10% drop in speed (in comparison to normal horse speed). With 100 - 199 kg in the cart, the speed drop is 20%. From 200 - 299 kg, 30% drop, etc.

User avatar
Hazelnut
Posts: 1389
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Build #138: Cart before the horse

Post by Hazelnut » Thu Nov 01, 2018 11:18 pm

Sounds like the start of the "Cart before the Horse" mod to me... :)

Helegad
Posts: 57
Joined: Sun Oct 07, 2018 6:24 am

Re: Build #138: Cart before the horse

Post by Helegad » Mon Nov 05, 2018 2:48 pm

I'll have to learn how to code for Unity. I've got too many ideas for improving Daggerfall :D

User avatar
Hazelnut
Posts: 1389
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Build #138: Cart before the horse

Post by Hazelnut » Mon Nov 05, 2018 2:53 pm

Mostly I've found C# and DFU codebase knowledge is more important unless you're doing graphical stuff. Pretty much the only Unity knowledge I've needed is about the MonoBehaviour class.

BansheeXYZ
Posts: 473
Joined: Fri Oct 23, 2015 8:19 pm

Re: Build #138: Cart before the horse

Post by BansheeXYZ » Mon Nov 05, 2018 6:44 pm

Helegad wrote:
Thu Nov 01, 2018 10:45 pm
I agree that this is something worth overhauling. The cart makes very little logical sense and is too "OP". It's a really cool feature but very poorly implemented, in my opinion.
Honestly, having the cart be a transport option is what makes no sense. Nobody wants to just be slower and hear rattling wood. So I generally agree with your idea of merging it and just making you suffer those things if you want to carry extra loot around. It can be assumed that you left it behind or stored it somewhere if it's empty.

You'd also have to write checks into the game to prevent the cart from being usable unless you had a horse to tow it.

Post Reply