There might be planned features for this, but as is - isn't these basically a named inventory screen / backpack? To me it would make sense having the adventureres find the keep burned down (might have been as part of a reworked tutorial that has been talked about) and having the opportunity to upgrade it using Treasure items (thus causing a tradeoff between selling or using them, and making these drops actually enjoyable drops). Startington Keep might then take the roles of Inn's based on it's level (as they seem to lack any other purpose than recruitment and fun names?), as well as amount of characters you can keep on your roster, keep inventory size, crafting if that's ever implemented, optional avatars (could be as simple as recolours) and potentially some minor pizza rewards et c. Also, the final tier keep could continue the revised tutorial story where you take revenge on the dragon/demon/other evil overlord who killed your tutorial comrades and burned down the keep to begin with. Rudolpho Emulio could be upgraded either using hay or saddlebags you find or buy (at the keep?) to be able to have a greater mobile inventory - meaning less drop offs at the keep or shop. Yay/nay? Also, I'm aware of things as feature creep, but a boy (even at 37) can dream can't he?
Yeah, exactly. Seems like mule and keep have endless space from the start - which makes them sort of both not matter much. They're just there.
I love the idea of being able to upgrade a keep and get small upgrades along the way: (“While rebuilding the ramparts you find a coupon for 1 free slice of pizza!” etc.) This probably comes from my horrible completionist tendencies. I grew up with games like Champions of Norrath where you could find some items which warranted lugging around for the sheer laughable nature of it, Goblin Eye Poker anyone? Today I applaud inclusion of in game storage locations like Borderlands 2 with its vault or “secret stash” to hoard the crazy loot, and I hope Emulio can deal with my wanting to carry around a few extra swords because I love the art or the name. Wikis make great museums for all the items our Glorious Devs put such hard work into but I still want my own collection to be as extensive (and deadly) as possible J If that means I have to keep selling barrels of herring to get some trusses and shingles I’ll gladly take the time!
That's much like what they had in an earlier version, so it probably wouldn't be hard to include as a feature: http://www.cardhunter.com/2011/11/dev-diary-15-adventures/ I'm not taking sides, though, on whether it's a good or bad thing. I like having trophy space and I also like not having to leave a dungeon because I forgot a useful wand at home. Perhaps the Keep will be more prominent once the promised overall campaign is in.
Yeah, if ever that was actually implemented or just a "planned design" - kind of hard to know with these diaries. Either way it's good news they've given it thought - and either left it out for now or scrapped it (due to forgotten wands et al). They probably have their reasons, but I really like these meta minigames so hopefully we'll see some Keep action in the future even if it's not on release.
Finite mule space was implemented, along with most of the infrastructure to make the mule upgradeable. It seemed like a really good idea, but in practice... not so much. So now the mule is effectively a window on to your entire collection, just like the keep. It's been a while since we made this decision so my recollections aren't perfect, but I think these are the reasons for the change: Running out of mule space to carry your treasure is frustrating Emptying your mule between adventures is tedious Forgetting to empty your mule between adventures, and finishing a battle to discover you have no mule space, is super frustrating Carrying a subset of your items as a sidebar isn't very effective since you don't know what you need for an adventure until you play it Trading off space to carry loot for sidebar items isn't fun, and in practice nobody ever did it Loading items from the keep onto the mule to carry them to a shop, and vice versa, is tedious I like the idea of applying visual upgrades to your mule and keep though. We're not planning on anything like that right now, but they're good ideas to keep in mind.
All very valid points there, so I'd have to say you probably made the right decision. Thanks for sharing your reasoning behind it though!