Blaine
Cis-Het Oppressor
*refreshes forum every two hours*
*2-3 more pages of arguing about inventory with each refresh*
*2-3 more pages of arguing about inventory with each refresh*
You disagree with the "we don't wan't to put a big blinking 'Important!' light over things" concept or if you prefer a rephrasing, you believe that we should not have to worry about incomplete information [Or is it just the scale of the incomplete information that you don't like - certainly, it isn't an all or nothing choice]? Is that only in regards to inventory, or does it apply to the other aspects of the game as well?[...]
Not getting rid of it, though, leads to some people being OCD about collecting and selling as much as possible. Of course, I don't think that just making a place where you can dump everything and sort it out later is the best solution to that "problem".
I would say that this entire Finding good item in a pile of trash idea is not nice. Simply because it smacks of a mini game and a bad minigame at that. Removing such things completely is in line with reducing annoyance.
Hey it's our resident retard! Give him a big hand everyone.
http://forums.somethingawful.com/showthread.php?goto=post&postid=407551559Nope, he's said stuff to this effect already. Roguey can you help me out here? I need sources. I know you got them. he's talked about goign this approach, hasn't he?
I've talked with Tim about this for a while and here's the thing: camping out in the wilderness and setting watches and getting ambushed by jackasses has a great classic A/D&D feel to it, but it got pretty silly in games like IWD2. I'd like to build in reasonable mechanics that make you rest in the wilderness, but I don't want it to result in the sort of degenerate "rest after every fight" stuff we've faced in the past.
http://forums.somethingawful.com/showthread.php?goto=post&postid=407880942I think it's important to genuinely capture the feeling of the games we're referencing back to, but that doesn't mean we should ape all of their mechanics directly.
http://forums.somethingawful.com/showthread.php?goto=post&postid=409114825some of the conversations about PE seem to demand stuff that isn't particularly great design then or now (IMO).
The goal is not to make everyone "happy" because a) it's impossible and b) some people are only happy when their niche is excessively rewarded.
...
We have stated pretty clear goals both internally and externally. As long as we feel that we hit those goals and the majority of players agree, we can't worry about the margins who a) never agreed with those goals or b) don't feel we met them. It's just not a productive way to go about design.
Your beloved poof and Chris Avellone have forsaken you.The team did not discuss alternatives because no one objected to anything in the system Tim and I proposed. Also, we were trying to solve two problems: forced marching back to merchants and also continual inventory shuffling. Your individual character backpack that was large enough in BG to carry three suits of armor, five longswords, 200 arrows, eight stacks of potions, five scrolls, and assorted gems is now a shared backpack that can hold all of that and more. I'm not going to come up with a lore reason for why it works that way because I don't think the majority of players care. Additionally, I think any lore explanation I would come up with would be absurd. I'd rather just say, "This is how the inventory, pack, and stash systems work," and spend our narrative/world building time on designing interesting areas, characters, factions, and choices for the player to interact with.
Well.You disagree with the "we don't wan't to put a big blinking 'Important!' light over things" concept or if you prefer a rephrasing, you believe that we should not have to worry about incomplete information [Or is it just the scale of the incomplete information that you don't like - certainly, it isn't an all or nothing choice]? Is that only in regards to inventory, or does it apply to the other aspects of the game as well?[...]
Not getting rid of it, though, leads to some people being OCD about collecting and selling as much as possible. Of course, I don't think that just making a place where you can dump everything and sort it out later is the best solution to that "problem".
I would say that this entire Finding good item in a pile of trash idea is not nice. Simply because it smacks of a mini game and a bad minigame at that. Removing such things completely is in line with reducing annoyance.
Fundamentally, the problem of sifting the good from the bad is a representation of the problem of incomplete information. My specific example was merely a sample of a system I enjoyed (I liked that aspect of the Gold Box games.), and certainly may not be perfect, but the basic behaviour of figuring out what is important remains unless you get rid of the incomplete information problem - essentially, an inventory parallel of the "this is the important path(s)" solution to the incomplete knowledge about locations problem.
How about this:
Make it a dialogue/interaction option:
There is a pileand on encountering it, a dialogue tells you what you see and if you have the right spell/ability ready you make the right choice or else pick up the trash.
Your beloved poof and Chris Avellone have forsaken you.
He does quest and level design. Not just narrative.Avellone isn't even a system designer. He's purely narrative, has dabbled in areas in the past and on Wasteland 2.
thanks. yeah i forgot about this last quote. He's got a lot of stuff he writes on SA. When i read that stuff several days (yesterday?) ago it's when i told myself the inventory is fine: he explained it fairly well. I even linked to it if I'm not mistaken.And this was quoted earlier in the thread but I must emphasize certain aspects since it looks like some here overlooked them
http://forums.somethingawful.com/showthread.php?goto=post&postid=410740776
Your beloved poof and Chris Avellone have forsaken you.The team did not discuss alternatives because no one objected to anything in the system Tim and I proposed. Also, we were trying to solve two problems: forced marching back to merchants and also continual inventory shuffling. Your individual character backpack that was large enough in BG to carry three suits of armor, five longswords, 200 arrows, eight stacks of potions, five scrolls, and assorted gems is now a shared backpack that can hold all of that and more. I'm not going to come up with a lore reason for why it works that way because I don't think the majority of players care. Additionally, I think any lore explanation I would come up with would be absurd. I'd rather just say, "This is how the inventory, pack, and stash systems work," and spend our narrative/world building time on designing interesting areas, characters, factions, and choices for the player to interact with.
Josh Sawyer said:All this is to say, please be mindful of bloat on active abilities!
We are. Wizards will have among the most and fighters among the fewest, not because they "should", but because that's how we're choosing to design them. Among fighter abilities, many are modal, like 3E/3.5 Power Attack, so their strong tendency will be toward lower maintenance overall, but there will still be a range. Similarly, while wizards can select Talents that are more on the passive side, all of their spells are active abilities. You effectively can't play a fully passive wizard, only various flavors of active.
http://forums.somethingawful.com/showthread.php?goto=post&postid=410740776
Your beloved poof and Chris Avellone have forsaken you.The team did not discuss alternatives because no one objected to anything in the system Tim and I proposed. Also, we were trying to solve two problems: forced marching back to merchants and also continual inventory shuffling. Your individual character backpack that was large enough in BG to carry three suits of armor, five longswords, 200 arrows, eight stacks of potions, five scrolls, and assorted gems is now a shared backpack that can hold all of that and more. I'm not going to come up with a lore reason for why it works that way because I don't think the majority of players care. Additionally, I think any lore explanation I would come up with would be absurd. I'd rather just say, "This is how the inventory, pack, and stash systems work," and spend our narrative/world building time on designing interesting areas, characters, factions, and choices for the player to interact with.
Your beloved poof and Chris Avellone have forsaken you. [/quote]The team did not discuss alternatives because no one objected to anything in the system Tim and I proposed. Also, we were trying to solve two problems: forced marching back to merchants and also continual inventory shuffling. Your individual character backpack that was large enough in BG to carry three suits of armor, five longswords, 200 arrows, eight stacks of potions, five scrolls, and assorted gems is now a shared backpack that can hold all of that and more. I'm not going to come up with a lore reason for why it works that way because I don't think the majority of players care. Additionally, I think any lore explanation I would come up with would be absurd. I'd rather just say, "This is how the inventory, pack, and stash systems work," and spend our narrative/world building time on designing interesting areas, characters, factions, and choices for the player to interact with.
It did.I kinda wish this update would have brought something more lulzy/raging/interesting to discuss these holidays rather than a looting mechanic.
Games need more bacon.
Location:Australia, Brisbane
Looks like mega dumb down to me
Looks like mega dumb down to me. Why don't they give the party a pick up truck option and some rednecks with shotguns to guard the lootzzz!!! And the truck has a town teloporta that runs on moonshine to get da lootzz to market.
Ps if the pick up truck can haul pigs then they got me .
so i need someone who has somethingawful access to go here, download the attachment and give the rest of us access, please.
I'm sure we'd all appreciate it and we can shoot the shit about damage and numbers.
thanks!