In Exile wrote...
Sylvius the Mad wrote...
Gems are small and easy to carry. Greatswords not so much.
From
a design standpoint, the Witcher had a really solid inventory system.
With non-weapons it was effectively a list (thought the UI was that of a
grid), so there was a reasonable restriction on your carrying capacity
and your potions were capped at 10 per slot. Weapons were heavily
restricted, and you could only carry two extra weapons at most, even as
loot.
The only thing I would like Bioware to borrow from the
Witcher is their inventory grid. It strikes a good balance between
inventory tetris and agravating list.
Personally, I
hated The Witcher's inventory system. I
really hate
having to leave stuff behind. The areas of DA where I couldn't have a
rogue (curse you, Witch Hunt!) and had to
leave locked chests/doors behind drove me crazy. But, as previously
mentioned, I'm a packrat. Picking up every little piece of junk that I
can find is almost a compulsion.
Sylvius the Mad wrote...
First of all, Vael is probably the person on the forum with whom I most consistently agree about game design. So it's no surprise I like this suggestion.
To replace the turn-based inventory access, Vael, why not steal from Baldur's Gate and prohibit pausing while the inventory is open. So you an open your inventory during combat if you want, but while you're in there you might get killed.
That would work for me. As long as I was still able to access things in my personal inventory through the quickbar, I'd be fine with that. The only reason it bugged me in BG was because there weren't enough quickslots, and you couldn't have weapon/shield and a bow both slotted at the same time.
I'd also wouldn't object to prohibiting armour changes during combat.
Certainly. It's not something I ever do, so it's not something that ever occurs to me.
The only important number for this discussion is the "Load" number (it's just to the right of the character portrait.) This number represents the weight of the items in the character's inventory plus their share of the party inventory, where weight is distributed among the party such that they each are carrying an equal percentage of their total load (unless their character inventory contains more weight than would be their share, in which case the weight of the party inventory is distributed among the other five characters.)
In this system, there are accumulating penalties for carrying too much weight (they occur at 50%, 70%, 90% and 100+% of a character's load.) Obviously, for optimum party performance, you're not going to want each character to have more than 50% load. This is easy to accomplish as any container in the game can be used for storage by the characters (you can also just drop stuff on the ground and it generally won't go away, but that's messy...unless you have an entire empty house devoted to piles of ammo like I usually end up doing...)
Yes, please bring back encumbrance.
Honestly, I really do like encumbrance, and I prefer something like I mentioned to something like NWN's where encumbrance was ignored until you hit your limit, and then it only effected movement speed.
Honestly, that game pretty much has my favorite inventory system ever, and I'd love to see some game replicate it.
I agree wholeheartedly. The only way I could see to improve it would be to display more of the party inventory in the screen at once.
Well, being an older game, it didn't run at the resolutions that we have now, so I'm pretty certain we could fit more inventory running at 1920X1200 that we could at 1024X768.