bryce777 said:I think you are the only knucklehead who couldn't figure it out without a manual.
Yeah, no shit. If you can't figure out "I" is for INVENTORY, then you're a dumbfuck, Sarvis. That works is pretty much every single CRPG ever made.
bryce777 said:I think you are the only knucklehead who couldn't figure it out without a manual.
mEtaLL1x said:Ya know, I actually haven't ever used this function, and had NO problem with interface whatsoever.Another rule of good interface design is that it should be simple to use and figure out without reading a manual. Since it took three of you to come up with hitting 'I' to sort, I'd wager Fallout failed in that regard.
One should better focus on gameplay, rather than on interface. INterface is just that - interface, it doesn't define an RPG.
Just as with graphics -- some ppl are just too obsessed with it that they completely ignore or refuse to focus on other features, which are clearly superior.
Lots?It just <b>wasn't</b> influential, <b>if</b> it had been then LOTS of games would have that freedom these days...
I can only name a very limited number of such great RPGs - Arcanum, Gothic, BG2 (too linear tho) and a couple of other remarkable games, but surely not lots.
I take it that your definition of freedom is once again quite different...
Shit, my bad again! ^_^IF it had been influential. I'm arguing that it wasn't, so of course there are not lots of games with that freedom. That is my point!
Well, my point was that many people didn't find interface clunky or however else it seems to you.I didn't say interface defined an RPG, I said that a BAD interface detracts from the experience. It's like having a bad DM that goes ooc all the time... sa you're sitting there playing the best module of all time, with the best roleplayers of all time... and the DM interrupts every 3 seconds to ask people if they want pizza. It would just break the mood.
Sandelfron said:A few people mentioned sorting items in inventory. In 'Divine
Divinity' and 'Sacred' there is an icon you can press that sorts
the inventory to take (near) least space.
I was curious about writing an algorithm to sort items of
different sizes into the optimum minimum space and sat
up late one night thinking about it (annoying the missus).
I think a 'greedy' algorithm would work (i.e. one which takes
the biggest item that it can find space for each time). It's
hard to tell without testing it out.
Sarvis said:They all create fragmentation, but work best under certain conditions I think. Hard to remember stuff from so long ago... but mayube that's a place to start at least.
One of the classic problems which is difficult, if not practically impossible to solve
Shagnak said:Yeah, that's an easy algorithm that assumes that that one dimension of the items being placed is fixed, and the other dimension is variable (i.e relevant to this argument, fixed height and variable width - or vice versa ).
mEtaLL1x said:Deus Ex had the best inventory i've ever seen, i guess.
This is the point actually. Not to make an uber magic bag like in Gothic, in which you can put anything in any order and any weight.Two, that it allowed players to rotate objects. While the inventory was fairly easy to use there were times when I had to play Tetris with it so I could store all I was carrying. Having to access it, drop a couple of items then plan out how to store them, then picking it all up got boring.
mEtaLL1x said:This is the point actually. Not to make an uber magic bag like in Gothic, in which you can put anything in any order and any weight.
Deus Ex offers a realistic approach.
Just think of it: would it be easy to carry so much load in real life? To put it in a pack? You gotta organize it well, ya know?
Ultima VII had the best inventory I have ever seen.mEtaLL1x said:Deus Ex had the best inventory i've ever seen, i guess.
WEll, that's present in every RPg...How realistic it is to carry a flamethrower, a plasma rifle, a plasma sword, explosives and medkits in a trenchcoat again?