Rufous

Item idea: backpack upgrades : r/Palworld

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{
  "post": {
    "title": "Item idea: backpack upgrades ",
    "selftext": "I feel like your inventory is limited. If pocketpair wants players to explore more. They should make it where you can expand your inventory. So you won’t go back to your base every so often.",
    "url": "https://www.reddit.com/r/Palworld/comments/1chbqdd/item_idea_backpack_upgrades/"
  },
  "comments": [
    {
      "body": "Would be fun to be able to fill a pack on a Pal and send them back to camp to empty it, then return. They would be gone a few minutes, but just their team slot would be preserved.",
      "replies": [
        {
          "body": "I kind of like this one, a natural/logical way of having remote storage.",
          "replies": [
            {
              "body": "I like this idea too. But would aggressive pals attack still and slow your pal down or have the ability  to incapacitate them? Or would it be like, you send your pal through a teleporter without you and you can get them back once you teleport back to base?",
              "replies": [
                {
                  "body": "I don't think the technical part of it is important though. If I were to design it, I would essentially open up a \"storage\" when clicking on the pal, fill it up and it would disappear for certain amount of time (cooldown usage) depending on the distance you are. I also would only make it work if you have a special storage box back at the base where it would be dropped off.",
                  "replies": [
                    {
                      "body": "A \"Pal Dropbox\" would be a cool addition to the base"
                    },
                    {
                      "body": "This, in addition I'd keep the spot occupied by the pal you sent back to base and also a timer based on how far away you are from the base and also add a chance for the pal to be attacked while traveling back and forth, the stronger the pal is the lower the chance are"
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "body": "I love this idea only issue is your active pal would stop when you TP/FT potentially"
        },
        {
          "body": "Torchlight had a feature like this for your familiar, I like it."
        },
        {
          "body": "I'm of the opinion that as many such quality of life aspects should be handled by pals as much as possible.\n\nPals need to be given item slots that allow us to work towards unlocking special additions from utility to cosmetic.\n\nI love the idea of sending pals out on missions or quests too. imagine being able to tell one hay we need more stone or pal oil and they go gather it after a while.\n\nmebe something like send a trio of pals out on an expedition.\n\nWorld of warcraft at one point mocked up such an aspect by where u could assign followers on a quest and u had to build the party right to handle the threats they'd face. and ud see a small animation of them completing or failing it.",
          "replies": [
            {
              "body": "Completely agree that this game is all about Pals, and they should be the first consideration of any new gameplay brainstorm. Maybe they aren't right for every feature,  but that's where designers should start. \n\nYour Send Em On Missions idea is also used in No Man's Sky and (I think) a few other MMO's."
            }
          ]
        }
      ]
    },
    {
      "body": "I like the idea of expanding how many slots you have. Let me use ancient technology points for something like an expanded backpack.\n\n\nI like the train of thought!"
    },
    {
      "body": "I would moreso appreciate weapon loadouts. Similar to how Grounded does it. Food is given a lot of slots with the bag upgrades, but so many slots are taken up by weapons and ammo alone. Getting an ammo bag upgrade line would be useful. Also these bags should give weight reduction to everything they carry.",
      "replies": [
        {
          "body": "They could add a bandolier section to the clothing, with maybe 3 or 4 slots for different ammo types. Make it a \"key item\" like the hip lantern/food bag "
        }
      ]
    },
    {
      "body": "Would be so convinient to have a flying pal that has a passive to take let's say 1000lbs worth of material back to base for you. Or some kind of telekinesis.",
      "replies": [
        {
          "body": "That gonna be a big pal.",
          "replies": [
            {
              "body": "Ok soo maybe 500lbs but the passive \"lucky\" (hence the bigger pall) will also increase the passive another 50%.\nAlso make a large satchel that will need to be crafted every 20 uses. That way we have actual use for wool. It's pretty irrelevant in the higher levels.",
              "replies": [
                {
                  "body": "Or they can just introduced that big Pal we saw in the original trailer the flying whale.",
                  "replies": [
                    {
                      "body": "Really think that's going to be introduced to navigate between islands",
                      "replies": [
                        {
                          "body": "Oh yeah true true, then they need to introduced a flying pal or a teleporting pal that can take stuff to our base for us then. I Mena they already gave us the dazzi necklace."
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "I have often thought that there should be saddles for mounts that are just saddle packs you can use for extra storage.",
      "replies": [
        {
          "body": "YEAH. Make their saddles actually be visible on the Pal and a storage system! This is the way!\n\nMaybe to balance it, make it like ARK. Give it a weight system.\nCertain mounts can reduce the weight of certain materials. Like Digtoise has mining proficiency, so metal/coal/sulfur/quartz/paldium is reduced. Fenglope has lumbering proficiency, so wood/fiber is reduced. The higher the proficiency, the higher reduction they receive from that weight.",
          "replies": [
            {
              "body": "Oooooooh this is an improvement!!"
            }
          ]
        }
      ]
    },
    {
      "body": "clothes should come with storage upgrades in them",
      "replies": [
        {
          "body": "You mean pockets?",
          "replies": [
            {
              "body": "A dress with pockets lol"
            }
          ]
        }
      ]
    },
    {
      "body": "I'd love to see separate inventory tabs for things. Like equipment, weapons and ammo, eggs, crafting materials, or secondary special items like keys, souls, medicines."
    },
    {
      "body": "We need more PACK pals"
    },
    {
      "body": "tbh i feel like the space is enough, if you are not out in the wild collecting pal eggs, i feel like a separate bag for pal eggs would solve this issue almost completely"
    },
    {
      "body": "Backpack levels so that when you level the amount of space the backpack can hold, for instance, a level 5 character has 20 slots, but a level 50 would have 120. Maybe for the feed bag slots can be used for specialized upgrades like ammo in the pack weighs less, resources weigh less, food spoils slower, etc."
    },
    {
      "body": "I don't really see the point of it for the simple reason being that your base is never more than like 15 seconds away. Map is littered with fast travel points at every corner and now there's the homeward thundercloud. More inventory space is unnecessary for this reason.",
      "replies": [
        {
          "body": "That doesn’t help when you run a few dungeons in a row and have your backpack stuffed to the brim. Having to go back to your base constantly is no fun. Honestly if there was a backpack upgrade it would be my #1 priority above literally anything else in the game at the moment"
        }
      ]
    }
  ]
}