illathid Posted September 25, 2014 Posted September 25, 2014 This is great. Much better than what's in right now regardless of how many slots a character has. Well done! 1 "Wizards do not need to be The Dudes Who Can AoE Nuke You and Gish and Take as Many Hits as a Fighter and Make all Skills Irrelevant Because Magic." -Josh Sawyer
ctn2003 Posted September 26, 2014 Posted September 26, 2014 Yea OE has spoken, and said they don't want -drop items on ground- because of save loading problems and - you have a stash so who needs - drop items on ground- WHAT! that's so stupid! i mean wont having piles and piles or armor weapons and items in the stash slow down the game? i mean whats the point of a inventory system at all? thats just weird to me that something so simple is being removed.
Fiebras Posted September 26, 2014 Posted September 26, 2014 ctn2003 I think you are aproaching the problem from the wrong angle, over-worrying about simple issues and misinterpreting the situation. For starters items on the ground and items on your stash are not the same processing-wise afaik. Relax, its not as bad as you think it is, if at all. 1
Matt516 Posted September 26, 2014 Posted September 26, 2014 (edited) Having piles of stuff in the stash shouldn't cause slowdown unless there is something very, very wrong with the way the stash is coded. More items in the game world, on the other hand, could eventually cause slowdown. Not that I don't think we shouldn't have a drop option (though I can understand why they didn't include it and I'm ok with it if we can still get rid of stuff in the stash somehow)... but slowdown from large piles of stuff in the stash should not be a concern. Edited September 26, 2014 by Matt516
gkathellar Posted September 26, 2014 Posted September 26, 2014 Looks good in general, although that gigantic group inventory could get a little disorienting when it starts to fill up. There's got to be some way to section it so it's not just an endless plateau. It's tabbed. I'm not a 2D artist so I didn't make proper tab art, but items would be sorted and tabbed by type. Tabs are great, but my experience has been that once inventory really starts to fill up, they eventually prove inadequate, because you're sorting through a hundred items or more (for reference, this is one of the virtues of limited, IE-and-NWN-style inventory - it forces you to get rid of things). I had this problem with DA:O, and that was with a list view. I think the issue will be aggravated if the default item view only shows an icon, and not the item's names. If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general.
AlekzanderZ Posted October 2, 2014 Posted October 2, 2014 Suggestion: Draw a square around DEF, Fort, Ref, Will. Call it Defense. Make it clear that those stats are defense related. That way if a spell, a scroll, or potion enhanced your def, fort, ref and will by 10 just call it + 10 to all defense. We will know instinctively what is about. 1
Sensuki Posted October 2, 2014 Author Posted October 2, 2014 Buffed stats and abilities could have a different color text as well.
Bryy Posted October 3, 2014 Posted October 3, 2014 Honestly, I like the *idea* of the current inventory system, but it leaves some much desired "fullness". I agree that different items need to be able to be quickly identified.
Sensuki Posted October 3, 2014 Author Posted October 3, 2014 (edited) Hormalakh did a nice mock up the other day too which I prefer to mine. http://hormalakh.blogspot.com.au/2014/09/looking-at-inventory-ui-bb301.html Edited October 3, 2014 by Sensuki 1
Hiro Protagonist II Posted October 3, 2014 Posted October 3, 2014 (edited) I'm really warming to Hormalakh's design. The more I see it, the more I like it. The inventory really needs an overhaul and hope we see some changes. It'd be good for a dev to come into the thread and let us look at some of the designs they've come up with. Even better would be update the beta patch with one of these suggestions like Hormalakh's for us to try out. Looking at it as a mock up doesn't beat the real thing with playing it in the game. We need to feel it in action. lets see what works and what doesn't. There may be things that look good in the mock-up but doesn't work as we thought it would in the game. If it can be improved upon, then lets improve upon it. Edited October 3, 2014 by Hiro Protagonist II
IndiraLightfoot Posted October 3, 2014 Posted October 3, 2014 Hormalakh's design is very ambitious, and I reckon, he's a hit a homerun here! The only criticisms I can think of: -That column with portraits: The portrait selected, which marks which character that has all her/his stuff showing, needs to stand out more in some way or the other. -I still reckon the invo items are too small - I wan't slightly larger icons (this has nothing to do with Hormalakh's design, though) -While cool, using those Sistine Chapel-hands, I don't think it's clear enough what they do. How about an arrow pointing to a mini-version of the stash icon, and the other being a drop item symbol, and lastly, no need for a use item icon. Instead, you need to click it up, and then press a use item-button on that interface, or identify item, like in the IE games. *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
Sensuki Posted October 3, 2014 Author Posted October 3, 2014 I also think the damage and speed of weapons is not in a good place / not displayed well, but other than that I really like it.
Karkarov Posted October 3, 2014 Posted October 3, 2014 For the most part I am okay with the redesign except for a few problems. First the boxes are too close together and clustered, scale it back, put some spacing in there. The character portraits should be aligned from left to right right beneath where it says "stash", not top to bottom. Since you have no drop options, and have an infinite inventory, I see no reason to have ground loot on the inventory screen since there is no reason not to just pick it all up when you loot it. Additionally we need to display camping supplies and money the same way they are in the original UI, pushing it up top with the character name is just going to create a clustered look. In fact, scratch that, move them to the bottom on the right underneath the inventory itself. Lastly there is no need for DPS and such to be displayed, this is the inventory screen not the stats screen, if you want detailed stats you shouldn't be going to your inventory.
Sensuki Posted October 3, 2014 Author Posted October 3, 2014 You need to be able to compare weapons in the inventory, not the stats screen. Regardless I prefer Hormalakh's design linked above in this page.
Karkarov Posted October 4, 2014 Posted October 4, 2014 You need to be able to compare weapons in the inventory, not the stats screen. Regardless I prefer Hormalakh's design linked above in this page. They could always pull a very basic (and very useful) page from MMO's and just put a toggle key like shift and when you hover a piece of gear and press shift it just pops up the two items tool tips and shows how your stats change if you switch to the new item. 2
Sensuki Posted October 4, 2014 Author Posted October 4, 2014 I don't even think they need a toggle key, it should just do it automatically when you mouse over it tbh like it does in GD/TQ (corresponding to the tooltip delay) - color coded better/worse is also something they could do. 2
Matt516 Posted October 4, 2014 Posted October 4, 2014 Yup, a "compare to equipped" feature would be nice (though probably not a priority as I'd imagine it could take some time to get working correctly). Also, Hormalakh's design - freaking awesome. Do want. 2
AlekzanderZ Posted October 4, 2014 Posted October 4, 2014 I also really like Hormalakh's design. go for it!
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