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Why must the game have an max inventory space?


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173 réponses à ce sujet

#76
egervari

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It doesn't have to be unlimited - going up to 200 or 250 would solve this problem for the most part, although going unlimited wouldn't break the game. 90-110 is/was just not enough in any event.

The odd thing is, if it were 200 from the start, I doubt someone would make the opposite post and say, "Guys, you need to make the max inventory size smaller!!!" I really highly doubt that.

Also, even if you don't feel your experience is flawed or broken - it's kind of irrelevant. The game is still pushing you to make a sacrifice with no payoff for your choice. Even though it still happens to be enough to beat the game is kind of irrelevant. You are still losing due to the poorly conceived mechanic. You may not be impacted by it in your games, but it does exist.

#77
borelocin

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I miss Pen and Paper D&D. I had a portable hole, fully furnished as a luxurious house with plenty of storage. Could never find a damn thing in it though :D

#78
Demx

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How much you want to bet that the storage unit in the house has the same limit as your backpack.

#79
Bruno Hslaw

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I do not want a massive inv just to store junk. I want it so I do not actually have to dump junk that I want to keep and sell later personally. Hell I would be happy if they put more merchants along the way like Fable where you can sell the stuff. Gold was difficult to get in DAO and it felt stupid dumping 'gold' when I could use it.Even if they had 50 items and the option to sell extra stuff that you could not carry.

#80
Aidunno

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At least DA2 actually has more meaningful inventory which you can sort easily. The junk tab is great addition which should avoid frequent selling of possible useful items.

#81
Felfenix

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As far as the whole "It needs a limit or it would be overwhelming and unmanageable!" argument goes, that's false. Many JRPGs don't have an inventory cap, and their inventory is ironically more manageable than DAO's mess of an inventory menu.

If I want realism, carrying 100 suits of armor like DAO isn't the answer. A system like Fallout's is better, but still not nearly far enough though. In Fallout you can still carry for more than is possible or reasonable.

If the consensus is there should be realism and/or inventory management, then we should probably only be allowed to carry about 2 weapons, maybe a shield too, and an actual backpack full of smaller items like maybe a dozen potions. Even carrying that much should be greatly encumbering, not just for realism's sake, but for forcing us to manage the pros and cons of everything we find worth carrying with us.

Though, if we're going to cast realism and inventory management aside, then any attempt at an inventory cap is just silly. If some people want to hoard, then let them hoard. The person who sells makes more gold and has to "sort" through less crap anyway, right? People who want to keep their inventories small can continue to do as they please even without a cap, and people who don't think sorting recycleables is fun don't have to worry about capping out.

Modifié par Felfenix, 07 mars 2011 - 11:00 .


#82
Adhin

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I rarely ran into issues in DAO or Awakening. Sometimes I'd run into a full inventory, especially on very long runs like Deep Roads to the Anvil. I'd get full just at the anvil, or a bit before and I'd basically delete all the steel and grey steel crap that seemed to drop off darkspawn.

I personally like it, but I don't like the infinite space thing for some reason. Just a personal taste, not going to try to rationalize that.

Putting that aside they have, it seems, lowered the kind of crap you run into. No more crafting ingredient for instance as you find deposits of the stuff out in the field and that, when you get back to a crafting place in town allows you to make more stuff. Add onto that all the 'junky' items that, literally, where just to make money like gems and random silk carpets? There all tagged as junk items and automatically goto the junk page.

Not sure if PC version had the junk page, pretty sure someone mentioned that was a console port addition. But that makes it 'very' easy to just sort all your ****, and auto-sell it all at a merchant. Now all its doing is adding stuff thats obviously just meant to be sold to go there by default, everything else you can quickly transfer over there, and when you get to a merchant hit the 'sell all junk' button.

So I think between that and (looks like slightly more slots overall) shouldn't run into the space issue as often. Plus like people said, stash. I never use stashes, I don't tend to 'hoard items' unless I know I'll use it eventually. But if I'm going to be using it soon I don't stash it, I keep it on me for when I get the requirements met so, yeah.

#83
Aidunno

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PC does have the junk tab

#84
Guest_elektrego_*

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Hey ,they just could give us unlimited gold, or how about a magic loot machine at the Black Emporium, where you can pick up as much loot as you want and immidiately sell again. And while they are at it, how about unlimited health and stamina. This all would make the game so much easier. Impliment the killallhostiles script as a hotkey!

On a (more serious) side note:
The only time I ever had a problem with the inventory was rune crafting in Awakening, especially when you gave that talent to a party member and you had to leave the throne room every time you wanted to make a better rune.

#85
Guest_Autolycus_*

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OP..

diddums....feel for you...I really do *tries to contain his gigles*......now get over it. I suppose your one of the fools who moans about a lack of realism and immersion too eh?

#86
Khayness

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The problem was with the loot, not with the max space (items which stacked, however still took 1 slot nevertheless, goddamn runes).

The current method is incredibly user friendly compared to the NxY grid inventories with weight calculations anyways.

#87
AkiKishi

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There are two ways to look at it.

1.Realism
2.Ease of use.

Realism is iffy because none of them tend to be realistic.
Ease of use is easer, if you can store stuff in a chest but then you need to travel to said chest to get something. What have you accomplished ? Not much really besides wasting 10 minutes of the players time.


I think FO NV the difference between Hardcore and normal play. Hardcore was a pain in the butt, but added a lot to that feeling of wasteland survival.

Modifié par BobSmith101, 07 mars 2011 - 11:50 .


#88
Insom

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It's more than enough space this time. You don't have to carry around any gear for companions and enemies drop less loot than they did in the first game. Everything should be sold when you get back to Kirkwall.

#89
Rixxencaxx

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egervari wrote...

I noticed in one of the live chat videos that there is still that annoying max inventory size, Why must this be in the game? It is just annoying.

For me, I do not want to spend time shuffling through my crap, figuring out what I need to keep from what I don't - especially when I'm in a dungeon or half-way in a mission where I have no ability to sell any of it. Dumping it just wastes potential gold, which if it's anything like the first game, we will need every silver to afford those pricey weapons from the various shops.

I don't want to practice my skills as inventory management clerk. I just want to pick up stuff and play the game.

For every save, I would open up the toolset and set my max inventory to 999. It caused no crashes or any problems at all. I also find it hard to believe that this would have a problem for the xbox or ps3 users. This isn't going to be taking that much ram guys.

So why even bother with this? Isn't there a number of other interesting upgrades and things to do? Why is this necessary... to sell a few extra DLCs that include extra bags? I don't get it. I never have, and I never will.


If you want only mindless hack n slash go Diablo or Titan quest. You have to admit that you don't like rpgs....play something else....
OH...WAIT even diablo and titan quest have inventory with limited space....<_<

Modifié par Rixxencaxx, 07 mars 2011 - 12:02 .


#90
AkiKishi

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Rixxencaxx wrote...
If you want only mindless hack n slash go Diablo or Titan quest. You have to admit that you don't like rpgs....play something else....OH...WAIT even diablo and titan quest have inventory with limited space....<_<


Diablo has even less inventory space.. Not sure about Diablo III though Posted Image

#91
LordPaul256

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I cannot honestly imagine a situation where you need to haul all this stuff from location to location. Or what this stuff even is. And the fact that you've seemingly been able to already mod it yourself to get 999 item slots makes me wonder why you're even complaining.

Is it the case that you will not be happy until everyone shares your point of view, or something?

#92
Felfenix

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elektrego wrote...

Hey ,they just could give us unlimited gold, or how about a magic loot machine at the Black Emporium, where you can pick up as much loot as you want and immidiately sell again. And while they are at it, how about unlimited health and stamina. This all would make the game so much easier. Impliment the killallhostiles script as a hotkey!

On a (more serious) side note:
The only time I ever had a problem with the inventory was rune crafting in Awakening, especially when you gave that talent to a party member and you had to leave the throne room every time you wanted to make a better rune.


How would it make the game any easier? WHAT about DA's inventory system do you feel promotes any kind of challenge, obstacle, or relevant gameplay element?

If the consensus is there should be realism and inventory management, then we should probably only be allowed to carry about 2 weapons, maybe a shield too, and an actual backpack full of smaller items like maybe a dozen potions. Even carrying that much should be greatly encumbering, not just for realism's sake, but for forcing us
to manage the pros and cons of everything we find worth carrying with us.

THAT would be a limiting system that required management and worked as a gameplay element. THEN you could compare it to gold and mana.

Modifié par Felfenix, 07 mars 2011 - 12:15 .


#93
AkiKishi

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Felfenix wrote...

As far as the whole "It needs a limit or it would be overwhelming and unmanageable!" argument goes, that's false. Many JRPGs don't have an inventory cap, and their inventory is ironically more manageable than DAO's mess of an inventory menu.


Most of the time it's 99, but's its generally hard to reach unless you count potions, or maybe it's just me who never used them. Agreed though in JRPGs inventories in general  are suprisingly unobrustive for their size.

I don't see any challenge in walking back to collect stuff. Unless lt's a game like Ateliar Rorana or Fallout where every trip costs you time and pushes you closer to the end. Otherwise it's just player time you are wasting.

Modifié par BobSmith101, 07 mars 2011 - 12:20 .


#94
Joan Moldovia

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I support the idea of the op to mod out inventory limit I am a Packrat and I am Happy.

#95
Nyaamos

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I agree the first thing i always do is search for a mod to increase inventory size(and the inventory is to damm small)... if the rpg game is modable (yes even in fallout 3 because after a while i just didnt want to run from one dungeon to shop 15 times in a row just to sell all the loots from the dead corpses).
It does not make the game more strategic it just makes having the game have way more hassle and no its not hard to find items in a big inventory. The game also doesnt get more intelligent if u have to run back through several lvls of cleared dungeons to sell your corpse looted stuff back to the shopkeeper and than running into the dungeon again. Its just a huge waste of time.

#96
Lotion Soronarr

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egervari wrote...

TJPags wrote...

Because apparently, if not for the item limit, people would be wandering around with infinite number of blank vellum, random gems, darkspawn daggers, darkspawn shields, and lets not forget the mabari crunch.


Ask yourself if this *really* matters. It does not. 

This is one case where realism is actually the wrong game design decision. Constant item management = no fun.


It matters to me.

I'm all for miimalistic inventory and drops.

I'd give players as little incentive to pick up needles items as possible...by making  quite a few items literaly worthless and having a REALLY limited inventory.

3 weapons and 1 armor per party member.:devil:
I'd make pack rats suffer...SUFFER. It would be...glorious!

#97
Felfenix

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BobSmith101 wrote...

Felfenix wrote...

As far as the whole "It needs a limit or it would be overwhelming and unmanageable!" argument goes, that's false. Many JRPGs don't have an inventory cap, and their inventory is ironically more manageable than DAO's mess of an inventory menu.


Most of the time it's 99, but's its generally hard to reach unless you count potions, or maybe it's just me who never used them. Agreed though in JRPGs inventories in general  are suprisingly unobrustive for their size.

I don't see any challenge in walking back to collect stuff. Unless lt's a game like Ateliar Rorana or Fallout where every trip costs you time and pushes you closer to the end. Otherwise it's just player time you are wasting.


In my experience, most of the time it's well over 999, probably limitless, because I make sure to collect at least one of every item in the game in JRPGs. I agree that if inventory is supposed to be a challenge or gameplay element, then it should be more like oldschool games where you could only hold a couple things at a time and couldn't go back for stuff.

Modifié par Felfenix, 07 mars 2011 - 12:26 .


#98
AkiKishi

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Nyaamos wrote...

I agree the first thing i always do is search for a mod to increase inventory size(and the inventory is to damm small)... if the rpg game is modable (yes even in fallout 3 because after a while i just didnt want to run from one dungeon to shop 15 times in a row just to sell all the loots from the dead corpses).
It does not make the game more strategic it just makes having the game have way more hassle and no its not hard to find items in a big inventory. The game also doesnt get more intelligent if u have to run back through several lvls of cleared dungeons to sell your corpse looted stuff back to the shopkeeper and than running into the dungeon again. Its just a huge waste of time.


In the case of FO NV it certainly does. Certain perks become much more valuable once you introduce the "realistic" inventory.

You can't just wander the wastes like a human vacuum sucking up everything in your path. You have to be choosey, it's not like you can even make trips back to sell, because you will run out of food and water. Playing it that way, it's like a whole different game.

Modifié par BobSmith101, 07 mars 2011 - 12:28 .


#99
LilyasAvalon

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Our warden didn't have bags of holding, why should Hawke?

#100
Xewaka

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egervari wrote...
I am THINKING - I am thinking if I sell all of this crap, I can get that awesome dagger a little earlier, or I might be able to get 1 more expensive item before I head off and do the final boss. That's what I'm thinking!
Frankly, I am shocked that more people are fighting in favour of how the current system works. This is astonishing to me.

Since you're thinking, have you thought that the inventory limitation is there precisely to avoid that you buy that awesome dagger a little earlier? As in, it is actually a mechanism to keep the player's purse (and thus gear progression) in check with his level?
Not that I wouldn't welcome more inventory space, but it is a point to consider.

Modifié par Xewaka, 07 mars 2011 - 12:34 .