Hajo
Liturgist
Vault Dweller said:King's Quest 5 or 6. :wink: Good ol' games.Hajo said:I wonder why no game has portable holes yet
O well, too many games to try
Thanks for letting me know, VD!
Vault Dweller said:King's Quest 5 or 6. :wink: Good ol' games.Hajo said:I wonder why no game has portable holes yet
What was the problem with the FO scrolling system? How would you improve it?Spazmo said:Still, make it easier to navigate than Fallout.
The paper doll is already defined by inventory items: 2 hand slots, armor, helmet, cloak, 2 rings, amulet, 2 belt bags. The inventory still could be changed though (from the Fallout model, obviously)DemonKing said:I think any discussion of inventory should also cover paper dolls, since you'll be keeping quite a bit of your inventory there.
That's why I started this thread - I want to see what people like/dislike and why.Screaming_life said:You may have a prefered model for how you like inventory to be but something else might be better for gameplay.
Exitium said:Why don't you go with Divine Divinity's item tabs and weight restriction?
I'll consider it.RGE said:I'd probably prefer a screen where every type of item is sorted into a separate section
That won't happenbryce777 said:Honestly I don't care too much, so long as you dont have the stupid situation in BG where you have tons of miniscule objects that fill up your carrying slots, or like in geneforge how your stupid 'living tools' are a pound each and you have a carrying capacity of like 10 pounds after you put armor on.
I agree, so definitely no space restrictions, otherwise a game turns into Inventory Organizer mini-game.EEVIAC said:I think space restricitions are pointless. I like to keep all the trinkets from adventuring no matter how useless they are.
Sounds cool, but that's very survival-ish (limited stuff, stripping items for parts, nobody carries 5 sets of armor, etc).Human Shield said:I'd like an inventory system with space boxes only for survivial gear and weapons (not keys or notes). Have slots on the body and have items to increase slots like holters, cases, backpacks, straps, webbing etc..
Also cool, but survival-oriented, imo. It's more realistic, of course, than carrying an invisible huge bag that should weight a ton, but in games most people would prefer to starve than to drop a cool dagger. Handling that differently would require a different game model.deus said:That is more or less what my dream inventory system. The key idea is that you shouldn't be able to store more than the absolute necessities. The decisions with loot shoudn't be "Should I drop my +4 dagger of stabbing or my +5 mace of bashing" but rather "Is it worth dropping three days worth of food for the ...".
Enemies should drop what you expect them to drop, i.e. if your opponent has an armor, a sword, and a shield, than that (plus some minor stuff) is what you should be able to pick up after he's dead or knocked out. If it's a rat it shouldn't drop anything other than a rat's tail, not that I have rats in this game.Greatatlantic said:I think for starters, you should just do away with "phat lewt". Just have enemies drop gold, and keep valuable items few and far between .
ExactlySeven said:I prefer FO's system. Screw realism, I'm a pack-rat.
NeverwinterKnight said:in short, im not a fan of having a tiny inventory system, but i also think the kotor system could have been better. heck, you have a frickin' space ship with cargo compartments. that would have been the perfect "out" for the developers to implement inventory restrictions. each character can carry a certain amount, and the rest has to stay on the ebon hawk in the cargo holds. sure, you can still accumulate phat loot, but it will still make you decide between which items to bring on a mission and which to leave on the hawk.
DarkSign said:the weight of weapons and clothing is counted vs total weight carryable.
the weight of equipment is more generous but not totally unrealistic
the weight of quest items is hardly counted at all.
Total weight does count against movement speed and stamina.
Not meaning to hijack the thread, but any thoughts? Think PA.
Role-Player said:Exitium said:If the game is party based just get rid of the restrictions. It's a pain in the ass. The player can just imagine that they have a chest somewhere.
Doesn't this basically set the precedent for this excuse to be used everywhere else? Creating roleplaying options for all characters is most likely a pain in the ass as well - why not just let the player imagine things in regards to roleplaying instead of giving him a plethora of options?
Stark said:if the imposed restriction is detrimental to "fun" then by all means, remove them (of course one shld not carry it so far as to remove rpg options in a rpg game).
Visbhume said:I would like to see a generalised inventory system that lets you directly reference objects that are far away from you, or aren't even yours. When you
click on one of these objects, the game would switch to "map mode" and automatically take you to its location (perhaps meeting enemies along the way, or finding that the
object is no longer there).
It would be a cross between an inventory and a diary. It would reduce the incentive to carry ALL the interesting objects you encounter like a fucking cleptomaniac.
Imagine something like that in Arcanum, while playing as an artificer.
While an enemy should drop most of the things he uses, they shouldn't drop armor.Volourn said:Anything you encounter should, at the absolute minimum, drop what they use. If a soldier you just killed used an axe, buckler, and chain as well as had a bow and arrows he better drop them or I call bullshit!
DarkSign said:From a design point of view if armor drops off every character and can be sold over and over that inflates the economy. Might was well call it Armor Drop:The RPG.
Why would it even matter? Some random bandit wouldn't wear a custom-tailored harness.Human Shield said:Why would bandits respawn?
AlanC9 said:PW economies always go inflationary unless you put in some kind of decaying item BS rule. Restricting drops just delays the inevitable.
The only big issue with having enemies drop everything is that you have to balance the economy for it. In particular, superior items will have to cost a lot more than standard items, even if they're not all that much better.
Volourn said:No. Might as well call it the following: Logical Treasure Dropping Incoprated. It sure beats Invisible Vanishing Non Existent Existen Armour that most games have now.