September 17, 201213 yr You can even have a weight limit, as well. Let's do this thing proper. A few games that had this: System Shock 2 Arcanum Resident Evil 4 I think I've proved my point.
September 18, 201213 yr I enjoy inventory management to a point. I'd prefer for it to be more weight based than having an arbitrary number of inventory slots, however.
September 18, 201213 yr Inventory management is good if: it forces you to make difficult choices. Do I dump these spare shotgun shells for these healing herbs? Inventory management is pointless if: it forces you to drop vendor trash because you're full up. "Whelp, time to drop the items with the worst space:cost ratio."
September 18, 201213 yr As long it has a auto sort function I am all in. Weight and spaces are important I think.
September 18, 201213 yr I never had an issue with the inventory slots. I did not like the dragon age approach. I can't really put my finger on it but I just got really frustrated with it. Mostly because of the shared inventory. I'd rather have separate inventory for each character and have it based on weight and not just slots. I like the strategism of deciding who should carry what when my wizard is obviously weakest and my fighter being strongest. Edited September 18, 201213 yr by patboy12
September 18, 201213 yr I hate inventory tetris: I just want a regular single slotted inventory system like in the IE games.
September 18, 201213 yr I don't mind SOME inventory tetris... but c'mon, this is a game about exploration. You need plenty of space to hold the two dozen halberds that the gnolls you just killed dropped. I can understand that you don't want me packratting everything I ever found ala fallout 2, but don't restrict me like Resident Evil 4. That was more annoying than anything. It didn't make for hard decisions, it made for tons of herb combining and a lot of skipped ammo. I'd prefer something like ye old planescape/bg. Some spare inventory, but not unlimited. Heck, it'd also be nice if there were some hidden goodies like BGII's bags of holding. ESPECIALLY for missile weapons. It was annoying when you could only have stacks of 20 arrows, and I really don't think it helped immersion.
September 18, 201213 yr I don't really want to play inventory tetris. I do however want control over what goes where and who carries what.
September 18, 201213 yr Inventory should be there, it should have limitations and, more importantly, it should be practical and make sense. It should be easy to use. Never a hassle. "Step away! She has brought truth and you condemn it? The arrogance! You will not harm her, you will not harm her ever again!"
September 18, 201213 yr Author I hate inventory tetris: I just want a regular single slotted inventory system like in the IE games. Nice 'fit. Keep it clean, boys.
September 18, 201213 yr Inventory control is never realistic. You are out in the wilderness and have just killed off a dozen or more bandits, found loot in chests or lying around. The bandits all have various weapons and armour. You are already wearing armour, have collected various items, have potions and you want to collect as much as you can. Whether slots or weight or a combo of the two doesn't matter. That diamond weighing little will take up one slot. That suit of armour weighing 100 pounds will take up one slot. No matter what it just is fantasy. I handle inventory by pulling up suppression of disbelief. Grab everything I can that has any value, drop the junk or low value stuff and wish for a pack mule. What ever the developers come up with I will learn to live with it. What I would like is an inventory sorter. I have but one enemy: myself - Drow saying
September 18, 201213 yr I prefer weight limits rather than Tetris approaches. That said my mind just went to "You really shouldn't have stored X ingredient near Y and then got caught in a fire-ball - *boom*"
September 18, 201213 yr I prefer weight limits rather than Tetris approaches. That said my mind just went to "You really shouldn't have stored X ingredient near Y and then got caught in a fire-ball - *boom*" He shouldn't have been carrying all that alchemist's fire . . . "Step away! She has brought truth and you condemn it? The arrogance! You will not harm her, you will not harm her ever again!"
September 18, 201213 yr Inventory Tetris just doesn't work as a means of immersion. Everything you gain in terms of immersion from the feeling of a real, physical inventory is lost by the fact that you have just stopped your adventure to spend fifteen minutes playing Tetris with your inventory objects. If not the IE's nice, simple single-slot style, then NWN-style where you have loads and loads of space and Bags of Holding are aplenty is fine, but I hope this stays faaaaaaar away from a Diablo-esque Knapsack Filling Problem Simulator system. More adventuring, less fiddling with vendor trash value/space ratios and backtracking.
September 18, 201213 yr Just use the classic IE inventory system. Everything takes one spot and you just need to worry about weight. Codex Explorer
September 18, 201213 yr I really don't like the IE inventory system, so I hope they use something else. There's too much micromanagement involved with that and you spent too much time with not on your inventory, but the inventory of the other party members as well.
September 18, 201213 yr If I do have to play Inventory Tetris, then I want it to actually be Intentory Tetris and allow the objects to be rotated around at 90
September 18, 201213 yr Just use the classic IE inventory system. Everything takes one spot and you just need to worry about weight. Yes. Simple & realistic--sort of like an airline seating chart.
September 18, 201213 yr Better this than a consolized list inventory. Edited September 18, 201213 yr by Bos_hybrid
September 18, 201213 yr snip I second the inventory sorter, my bags are always a mess in games :< I wouldn't mind it just as Baldur's Gate did it but that it goes to another character if your selected character is full.
September 18, 201213 yr I think a lot of potentially tedious elements should be optional. Inventory size and weight limits should be entirely optional. As should things like starvation, thirst, sleep deprivation, etc. The only "mandatory" limitation should be the amount of equipment a character is actually wearing.
September 18, 201213 yr I prefer the Gothic/Risen way of doing it e.g. not at all, in Baldur's Gate the happiest moment was finding the Bag of Holding and "player.modav carryweight" is probably the most useful console command in Bethesda games. It's always somehow seemed kind of stupid if there is some urgent pressing concern or you're in the middle of a dungeon and suddenly have to start folding your underwear.
September 18, 201213 yr As long as it isn't like the Witcher 2, I probably won't complain. I find inventory management tedious, and the Witcher 2's system made it a headache beyond belief. I don't know why they didn't just stick with the system from the first game. Having to play Inventory Tetris doesn't bother me too much as long as I can see everything and organize it to some degree, rather than having to scroll through a long list. The old Infinity Engine style inventory would be the simplest way to go.
September 18, 201213 yr I'm fine with a system that takes into account item size (as a property) and item weight, and ensuring that the player has the space to carry it. Ultima VII was like this. I couldn't put a Two handed sword into a tiny bag, nor could I carry something if I was already over burdened.
September 18, 201213 yr Better this than a consolized list inventory. how is it consolized? windows, A PC operating system, has list view for its folders just make both, icons and lists, so people can use whatever they prefer
Create an account or sign in to comment