eXalted
Arcane
- Joined
- Dec 16, 2014
- Messages
- 1,213
We need more wheelbarrows and trolleys in our games.
We need more wheelbarrows and trolleys in our games.
Exactly. Make us choose how to apprach the level/ area making us committed to the weapon/ammo/ build of choice and have unlimited space for everything else.Inventory management should ultimately provoke a good choice, but not make gaming a chore. So if I'm in the middle of a dungeon, I don't want to be making the choice "right, do I drop X items or take Y item instead?" Especially as most games are dungeon>loot>sell. All it ultimately does is slow you down. What I want to be choosing is "Do I use X weapon or Y weapon for my mission", or "Do I take X potion or Y postion" on it.
Again, it all comes back to how much the devs can be arsed with anything.
I think this verges on illogical inventory mechanics. It's not quite the same as "You can only hold 7 things" but it's getting there. After you kill one boss, who owns a castle, who orders around countless minions, you should have enough money to buy anything one man would need from some nobody who lives in a shack. At least if this world makes any sense.just don't have the town merchants buy every piece of shit you collect
Just a kind reminder that that's how Shadowrun games work - and got a ton of flak for it.Exactly. Make us choose how to apprach the level/ area making us committed to the weapon/ammo/ build of choice and have unlimited space for everything else.Inventory management should ultimately provoke a good choice, but not make gaming a chore. So if I'm in the middle of a dungeon, I don't want to be making the choice "right, do I drop X items or take Y item instead?" Especially as most games are dungeon>loot>sell. All it ultimately does is slow you down. What I want to be choosing is "Do I use X weapon or Y weapon for my mission", or "Do I take X potion or Y postion" on it.
Again, it all comes back to how much the devs can be arsed with anything.
It is one of these instance where realism is inversely proportional to fun
I'm not familiar with those. What the system is criticized for?Just a kind reminder that that's how Shadowrun games work - and got a ton of flak for it.Exactly. Make us choose how to apprach the level/ area making us committed to the weapon/ammo/ build of choice and have unlimited space for everything else.Inventory management should ultimately provoke a good choice, but not make gaming a chore. So if I'm in the middle of a dungeon, I don't want to be making the choice "right, do I drop X items or take Y item instead?" Especially as most games are dungeon>loot>sell. All it ultimately does is slow you down. What I want to be choosing is "Do I use X weapon or Y weapon for my mission", or "Do I take X potion or Y postion" on it.
Again, it all comes back to how much the devs can be arsed with anything.
It is one of these instance where realism is inversely proportional to fun
So this is how inventory in Shadowrun looks like:I'm not familiar with those. What the system is criticized for?Just a kind reminder that that's how Shadowrun games work - and got a ton of flak for it.Exactly. Make us choose how to apprach the level/ area making us committed to the weapon/ammo/ build of choice and have unlimited space for everything else.Inventory management should ultimately provoke a good choice, but not make gaming a chore. So if I'm in the middle of a dungeon, I don't want to be making the choice "right, do I drop X items or take Y item instead?" Especially as most games are dungeon>loot>sell. All it ultimately does is slow you down. What I want to be choosing is "Do I use X weapon or Y weapon for my mission", or "Do I take X potion or Y postion" on it.
Again, it all comes back to how much the devs can be arsed with anything.
It is one of these instance where realism is inversely proportional to fun
Well it seems to me the main problem there is UI. I see nothing wrong in a system like this.So this is how inventory in Shadowrun looks like:I'm not familiar with those. What the system is criticized for?Just a kind reminder that that's how Shadowrun games work - and got a ton of flak for it.Exactly. Make us choose how to apprach the level/ area making us committed to the weapon/ammo/ build of choice and have unlimited space for everything else.Inventory management should ultimately provoke a good choice, but not make gaming a chore. So if I'm in the middle of a dungeon, I don't want to be making the choice "right, do I drop X items or take Y item instead?" Especially as most games are dungeon>loot>sell. All it ultimately does is slow you down. What I want to be choosing is "Do I use X weapon or Y weapon for my mission", or "Do I take X potion or Y postion" on it.
Again, it all comes back to how much the devs can be arsed with anything.
It is one of these instance where realism is inversely proportional to fun
You have a slot for armor, two slots for weapons, some skill-dependent spell slots and 6 slots for consumable. That's it. If you find an item during a mission but don't have free slots in its category (i.e. you can't store a spare weapon in a consumbale slot), you have to either switch it for one you're currently carrying or send it to stash for use in later missions (but not the current one).
People were calling them non-RPGs or mobile trash because they allegedly don't have an inventory in the traditional CRPG sense.
People were calling them non-RPGs or mobile trash because they allegedly don't have an inventory in the traditional CRPG sense.
People were calling them non-RPGs or mobile trash because they allegedly don't have an inventory in the traditional CRPG sense.
They were right. Any game that features "missions" is not an RPG.
So this is how inventory in Shadowrun looks like:I'm not familiar with those. What the system is criticized for?Just a kind reminder that that's how Shadowrun games work - and got a ton of flak for it.Exactly. Make us choose how to apprach the level/ area making us committed to the weapon/ammo/ build of choice and have unlimited space for everything else.Inventory management should ultimately provoke a good choice, but not make gaming a chore. So if I'm in the middle of a dungeon, I don't want to be making the choice "right, do I drop X items or take Y item instead?" Especially as most games are dungeon>loot>sell. All it ultimately does is slow you down. What I want to be choosing is "Do I use X weapon or Y weapon for my mission", or "Do I take X potion or Y postion" on it.
Again, it all comes back to how much the devs can be arsed with anything.
It is one of these instance where realism is inversely proportional to fun
You have a slot for armor, two slots for weapons, some skill-dependent spell slots and 6 slots for consumable. That's it. If you find an item during a mission but don't have free slots in its category (i.e. you can't store a spare weapon in a consumbale slot), you have to either switch it for one you're currently carrying or send it to stash for use in later missions (but not the current one).
People were calling them non-RPGs or mobile trash because they allegedly don't have an inventory in the traditional CRPG sense.
Depends on how long and how dangerous the way between the dungeon and the shop isAlso, anyone who thinks that forcing upon a player the annoyance of having to make 10 trips to the shop and back is gonna "fix" the game economy is plain retarded.
and whether encumbrance has additional effects. It worked quite well in Realms of Arkania.
People were calling them non-RPGs or mobile trash because they allegedly don't have an inventory in the traditional CRPG sense.
They were right. Any game that features "missions" is not an RPG.
Deus Ex series called. They'd like to have a word.
Alpha Protocol also wants to schedule a meeting.
Cataclysm DDA has item weight AND volume. But it is very fitting for that style of game.For me preferable solution is: inventory tetris
It's not terribly different from games where access to locations only opens after you get a quest there. BG2, for example, has effectively a mission-based structure. Even more so the first Drakensang, because locations not only open up in response to quests, but also close down after your main quest there is finished. Every Gothic game is like that after the first chapter - each chapter leads you to a new location that you couldn't access before and can't access after. Then there are games that don't even have hubs and just haul you from level to level. Basically, every RPG that isn't strictly open-world has a mission-based structure under the hood.People were calling them non-RPGs or mobile trash because they allegedly don't have an inventory in the traditional CRPG sense.
They were right. Any game that features "missions" is not an RPG.
Deus Ex series called. They'd like to have a word.
Alpha Protocol also wants to schedule a meeting.
Thanks for proving my point.
That's not untrue, but it also takes a bit of time to get your skills to required level to do that. It still delays breaking the economy somewhat compared to loot treadmill games, where it happens right off the bat.Realms of Arkania offers many ventures for gold-grinding that are far more efficient and economy-breaking than carrying a hundred of swords from a dungeon, that's why nobody bothers with the later. A few nights collecting herbs solves all your money needs.
That's not untrue, but it also takes a bit of time to get your skills to required level to do that. It still delays breaking the economy somewhat compared to loot treadmill games.
Also, it's much harder to grind herbs in Shadows over Riva due to lack of world map.