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what is the best inventory system in crpg?

  • Monocled and best of all text-based list inventory

  • Shitty grid icon-based inventory

  • Worse of all absolute dogshit tetris grid icon-based inventory


Results are only viewable after voting.

DJOGamer PT

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Apr 8, 2015
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Finite Tetirs Inventory + Ability to move and rotate items (à la RE4) + Weight Limit with several status effects = Perfection

/thread



maxresdefault.jpg


EDIT -
OP is a faggot for trying to argue otherwise
 

Cross

Arcane
Joined
Oct 14, 2017
Messages
2,998
The best inventory system is the one used in System Shock 2 and Arx Fatalis. Inventory Tetris in a simple bar that's fast and easy to use and doesn't interrupt the game.

Finite Tetirs Inventory + Ability to move and rotate items (à la RE4) + Weight Limit with several status effects = Perfection

/thread



maxresdefault.jpg


EDIT -
OP is a faggot for trying to argue otherwise
One of the worst inventory systems actually. Action games should allow you to use items and switch weapons in real-time. Letting you pause in the middle of a fight to play inventory Tetris is not great design.
 

Gargaune

Magister
Joined
Mar 12, 2020
Messages
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The best inventory system is the one used in System Shock 2 and Arx Fatalis. Inventory Tetris in a simple bar that's fast and easy to use and doesn't interrupt the game.
Not an RPG proper, but the best inventory system is the one in STALKER. A single page of inventory tetris and encumbrance with gradual stamina effects.
 

Peacefriend

Novice
Joined
Dec 16, 2014
Messages
37
monocled text list:
For one thing, a good inventory system should display as much of your inventory on the screen at a time as possible. Your example has 10. This is horrible. It's worse than Skyrim inventory, consider that.
 

DJOGamer PT

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One of the worst inventory systems actually. Action games should allow you to use items and switch weapons in real-time. Letting you pause in the middle of a fight to play inventory Tetris is not great design.

The game isn't fast paced enough for the inventory pause to hurt the action in a significant way
And those brief moments of levity give you a chance to rethink your approach

Besides OP is asking what type of inventory system is the best, not what implementation - as the flaw you described can exist in other systems and it's fix is simple (just don't let player access the inventory during fights, or make it real-time)
 
Last edited:

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,536
I think that "dogshit" tetris grid system is the best simply because it allows to balance out items by its size too, not just weight. I dislike approach when you can hoard 10 breast plates just because your fighter is "strong enough".

From recent games by the way the best implementation of it I've seen if not RPG was in Escape from Tarkov.
812382361_2018-09-1820-24(0).png.1ea65854543fe0b7a5fbe10d6fa53960.png

It greatly shows how exactly possible to realize potential of this system.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
list-based is superior for an actual RPG, there's not even an argument against it beyond "muh fee fees" and "look at the pretty colors! just like... look at them!!!"

other inventory types are designed for games that aren't rpgs
 

Blutwurstritter

Learned
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I like rpg tetris in single character rpgs. But I prefer the list or icon variant in games with larger groups. Juggling items between the backpacks of characters of the same group is boring busywork.
 
Self-Ejected

Lim-Dûl

Self-Ejected
Joined
Apr 11, 2022
Messages
388
List conveys more information in the same amount of space than tetris and you can imagine what the items look like instead of having to look at often poorly-drawn images that likely don't even match what you see on the character when you equip them. Icon is clearly worse than the other two options and not worth discussing.
 

CHIN00K

Novice
Joined
Jun 11, 2022
Messages
17
list-based is superior for an actual RPG, there's not even an argument against it beyond "muh fee fees" and "look at the pretty colors! just like... look at them!!!"

other inventory types are designed for games that aren't rpgs

Based take, king! But why stop at inventory? RPGs shouldn't have any visuals whatsoever! Everything should be text based and resemble a CYO adventure novel. No use of differing fonts, of course! Only Times New Roman allowed, because only simpletons obsessed with pretty colors care if their game looks like a excel spreadsheet!

If your rpg doesn't look like this:
lZYvws8.png

Well.... :smug::smug::smug::smug::smug::smug::smug::smug::smug::smug:
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,060
fishloots-png.38358
112.png


Not only is it aesthetic, but it makes pickpocketing fun because people can conceal objects under large objects (e.g., cover up gold with a robe or a piece of sheepskin). It also punishes disorganised people and disabuses them of the notion that they can function well, teaches people to be tidy and to invent their own systems for storage.

Otherwise, grid-icon atrocity is the best, but it needs good filters and sorting. Text list is good if it is sortable like an excel sheet, so it works for a game where functionality is above everything else, but it is ugly.
 

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,604
I don't care. The inventory system has to not irritate. That is all.
 

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