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Why must the game have an max inventory space?


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#151
egervari

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TJSolo wrote...

Sorry, I have played Titan Quest where space management was literally a puzzle and where buying and selling excess loot frequently felt like a mini-merchant quest. So another RPG that implements limitations on how much a player can schlep around is not going to make me wince.


Oh, I'm not saying I prefer this - I don't. It IS better than diablo 2 though, which is what I was trying to say. At least they acknowledged that diablo 2 was flawed and they tried to fix it. They didn't fix it at it's core though - they just minimized the problem so that it wasn't as problematic.

#152
SnowHeart1

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Autolycus wrote...

snowheart...no it was directed at me....

Ah, okay. Shoot. Now I feel left out. :unsure:

;)

#153
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Autolycus wrote...

snowheart...no it was directed at me....

And as Snow actually mentioned, intelligence (which you're now showing a lack of) has nothing to do with ones experience.

You could have a masters in game design for all I care, until you create one and have it commercially published, and actually do it day in/day out, your 'knowledge is no more valid than mine.

I reiterate, for personal reasons, I have studied brain surgery in great depth, doesn't mean I actually really know anything, or for that matter, could even do it.


What is experience? It is a way to test out your logic - a theory - to see if it works in practice. That's all. If you have a successful experience, then your logic was probably correct (not necessarily, but let's keep it simple).

Take a game like Mass Effect 2 - which actually streamlined inventory. To me, this was a much better implementation over Mass Effect 1. You could argue that it was too simple - i.e. no armors for companions, and not as many weapons, but overall the game is so much better for having removed the inventory mechanics out of the game. It was a huge win.

I claim this example as "experience", even though it's not actually needed because the logic is quite correct anyway.

#154
Guest_Autolycus_*

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So the fact you like the system in ME2, sort of, in a way, completely negates your argument about 'needing' an unlimited inventory system, which apparently to you, is superior...

So which is it be exactly?

And don't worry Snow, sure you can upset them again soon and get your share :P

#155
TJPags

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This is still going on?  Maker preserve us.

Redneck1st wrote...

TJPags wrote...

Hoard what, exactly?  Gems?  Blank Vellum?  silk carpets?  silver chalices?  greater nature balms?

Honestly, when you pick up a weapon or a piece of armor, look at it.  Is it better than what you have?  Yes?  Then use it, and sell what you were using (or give it to another party member, but that's a limited option in DA2).  It's not better than what you have now?  Then sell it.

When you pick up a potion, ask yourself, do I use potions?  No?  Sell it.  Yes?  Keep it.  It's only 1 inventory slot for 99 of them.

Why is this such a problem?  Posted Image



Not to mention the fact that for all those horders we will have a storage chest to store things in that we don't want to sell. Just check out my posting under the topic Blood Dragon Armor and you'll understand what I'm talking about.


Indeed.  I didn't have inventory problems in DAO before I got the storage chest.  Certainly didn't have it after.  Can't imagine I'll have it in DA2.

Because, I SELL STUFF!!!!!

Merchants buy things too, you know.  Posted Image

#156
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Autolycus wrote...

So the fact you like the system in ME2, sort of, in a way, completely negates your argument about 'needing' an unlimited inventory system, which apparently to you, is superior...

So which is it be exactly?

And don't worry Snow, sure you can upset them again soon and get your share :P


No it doesn't negate what I said. You have not read all of my posts. I am quite sure you have not read them.

Increasing the inventory size is just one way to FIX the problem. There are other solutions too, but this is one that would take no effort on Bioware's part to fix. To add in an option into the game's settings would take about an hour.

I am only saying that the designer's of Mass Effect 2 recognized a problem in the first game, and instead of just adding more inventory space like Titan Quest did compared to Diablo 2... they changed the system entirely. It was a smart decision.

Is Mass Effect 2's model the way Dragon Age should be? No. But I am pointing out that they applied the same logic that I am giving you here and came up with a solution to the problem - a problem a lot of you don't even think exists because you think Bioware or any other game developer can do no wrong rather than using logic.

#157
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TJPags wrote...

This is still going on?  Maker preserve us.

Redneck1st wrote...

TJPags wrote...

Hoard what, exactly?  Gems?  Blank Vellum?  silk carpets?  silver chalices?  greater nature balms?

Honestly, when you pick up a weapon or a piece of armor, look at it.  Is it better than what you have?  Yes?  Then use it, and sell what you were using (or give it to another party member, but that's a limited option in DA2).  It's not better than what you have now?  Then sell it.

When you pick up a potion, ask yourself, do I use potions?  No?  Sell it.  Yes?  Keep it.  It's only 1 inventory slot for 99 of them.

Why is this such a problem?  Posted Image



Not to mention the fact that for all those horders we will have a storage chest to store things in that we don't want to sell. Just check out my posting under the topic Blood Dragon Armor and you'll understand what I'm talking about.


Indeed.  I didn't have inventory problems in DAO before I got the storage chest.  Certainly didn't have it after.  Can't imagine I'll have it in DA2.

Because, I SELL STUFF!!!!!

Merchants buy things too, you know.  Posted Image


So is losing 20g an appropriate punishment for forgetting to sell stuff? Is walking 40 minutes in empty areas the correct punishment? What purpose does any of this serve with respect to the game's actual design. As I already said, it is horribly designed, as was a bunch of games before it.

#158
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Not a question of my thoughts on Bioware. I am one of their biggest critics (which has landed me in toruble on this site on more than one occasion). It is a question of, is it really that much trouble to go back to an area to sell something? The answer in all honesty, unless your time is so precious (or you're just plain lazy) is no.

Now before we go any further, as I see it, you're main issue is with wasting time going backwards and forwards to sell pointless junk, so you want an unlimited inventory. Now I actually do understand that point of view. And I can also understand why you would prefer that. It personally does not bother me.

We also need to realise that, a staple of RPG games (so far, though it is now changing) is that they are long, and involve a lot of time. I notice you don't moan about collecting quest A from point 1, going to point 2, only to have to 'waste time' going back to point 1 to complete it. Wheres the real difference? It's a game mechanic to make the game longer.

Adding on from that point, if the game takes say for example, 80 hours, really, whats another 5 hours spent trundling about selling stuff? It really is neither here nor there in my opinion. Now, if the game was only really 10 hours long, and it 'became' 50 hours long 'becuase' of having to constantly sell stuff, then i'm right with you and support your argument. But in the case of DA:O, that is not the case. Again (I see you conveniently chose not to answer me), if it's that much of a big deal to you, why bother modding the inventory, when you can console command yourself the gold? (that you get from selling all that pointless fluff, tghus saving you from carrying it all around in your unlimited inventory).

Now, as you 'have' studied game design (and I will admit I have not), perhaps what is actually needed is a better mechanism for what junk and inventory actually does for a game. Lets be honest, most of the 'loot' in a RPG game is fluff and junk. It's not needed and is utterly useless. Now, the only reason it's in the game at all, is to provide us with a means of earning money, to enable us to buy the thigs that 'are' useful.

So, perhaps in reality, it is not the inventory systems that are flawed, but the core mechanic itself. If we had a better way of making money, RPG's could do away instantly with half of the lootable junk. Which is the route cause of your argument really isn't it? Now off the top of the head, I cannot think of a better system, though if I were to sit down and concentrate on it, I probably could come up with a reasonable system. Whether or not that system would actually work in a real game (as opposed to on paper), is entirely another matter.

EDIT:

As I already said, it is horribly designed, as was a bunch of games before it.


And as we keep saying, that is purely your own opinion.  Why can you not grasp that?  And if your are so superior, all knowing and good at game design, design a better system, submit it to Bioware (or whoever) and get a job doing it, then perhaps, we may take you more seriously.

Until that point, your 'opinion' is no more valid than anyone elses I'm afraid.

Modifié par Autolycus, 07 mars 2011 - 08:26 .


#159
AkiKishi

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They should just stick an alchemy spell in like DS. give you 80% for level 1 and 100% if you get the upgraded version. Then you can choose if you find that more useful than 2 other spells.

#160
egervari

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Autolycus wrote...

Not a question of my thoughts on Bioware. I am one of their biggest critics (which has landed me in toruble on this site on more than one occasion). It is a question of, is it really that much trouble to go back to an area to sell something? The answer in all honesty, unless your time is so precious (or you're just plain lazy) is no.


This is the wrong way to look at it. If it's so trivial, why can't the game be designed to alleviate this time sink from the player altogether? Why do I need to mindlessly run through empty areas for 40 minutes when I could instead actually be playing the game?

I don't think you are analyzing this game as a game. Every action the player makes is a choice. Good games should present players with non-trivial choices - choices where the best answer is not easily known. Otherwise, it's not really a game and it's essentially playing itself.  Any choice where the answer is always 1 option and not the other is a clear problem with the game's design. The solution is to either automated it or redesign it altogether.

In this inventory case, the answer to this choice is OBVIOUS - sell your crap, all the time. There is never a point in the game where it is a good gameplay decision to drop an item and accept losing the gold. Sure, it saves HUMAN TIME, but with respect to gameplay, it is a horrible decision to make. So players will basically have to babysit the game and sell all of their crap - or be punished. This is not good game design, as the there is no choice to make. It is essentially forced.

Go back and read my posts on this point, as it is critical to understanding and eventually accepting my position.

Now before we go any further, as I see it, you're main issue is with wasting time going backwards and forwards to sell pointless junk, so you want an unlimited inventory. Now I actually do understand that point of view. And I can also understand why you would prefer that. It personally does not bother me.


I am glad you get this point. I am still raising the point that even if it doesn't bother you, you are still negatively being impacted by the game's design. If these inventory issues were fixed, I highly doubt your experience would be more negative. It really only has a positive benefit to the game to increase the inventory size. 200 would have been plenty. 90 at the start of the game was really low, as you'd have 40-50 used up quite easily.

We also need to realise that, a staple of RPG games (so far, though it is now changing) is that they are long, and involve a lot of time. I notice you don't moan about collecting quest A from point 1, going to point 2, only to have to 'waste time' going back to point 1 to complete it. Wheres the real difference? It's a game mechanic to make the game longer.


And this is actually bad design as well. The way to make these quests interesting is to have the player solve some kind of a puzzle in order to find the person they need to deliver the item to... or fight some enemies as they get from point A to point B. Things like that.

Sometimes a good design is to design the fetch quest to encourage the player explore the world more. A way to design these quests is to get the player to go out to new locations, and these fetch quests can provide an incentive/excuse to do it.

There are a lot of ways to make fetch quests interesting, and there's a lot of quest concepts that haven't even been explored yet.

Adding on from that point, if the game takes say for example, 80 hours, really, whats another 5 hours spent trundling about selling stuff?


What's a 5% tax increase? Heck, it's only 5% right? <sarcasm>

To make a tight game, ideally we want to have the player doing useful, non-trivial stuff all the time. Pacing and fluidity are really important.

I can understand in an MMORPG where they need to put in time sinks (and I will still complain about those too), but in a single player game, there is no reason for time sinks.

Some genres really have nailed the pacing. Some people complain about 20 hour single player compaigns in FPSs... but man, they are jammed packed with quality sometimes. Starcraft 2's campaign was non-stop goodness. There isn't a boring stretch in it at all. No time sinks whatsoever.

And in Mass Effect 2, almost all of the levels are designed so that you don't have to do a lot of backtracking. It's mostly very well placed. Mass Effect 2 totally deserved GOTY. It's very well designed, not to deviate off topic.

It really is neither here nor there in my opinion. Now, if the game was only really 10 hours long, and it 'became' 50 hours long 'becuase' of having to constantly sell stuff, then i'm right with you and support your argument. But in the case of DA:O, that is not the case. Again (I see you conveniently chose not to answer me), if it's that much of a big deal to you, why bother modding the inventory, when you can console command yourself the gold? (that you get from selling all that pointless fluff, tghus saving you from carrying it all around in your unlimited inventory).


I don't want to cheat. It's really that simple :/ I play these games on Nightmare - I want a genuine challenge. It feels wrong to cheat for me.

Now, as you 'have' studied game design (and I will admit I have not), perhaps what is actually needed is a better mechanism for what junk and inventory actually does for a game. Lets be honest, most of the 'loot' in a RPG game is fluff and junk. It's not needed and is utterly useless. Now, the only reason it's in the game at all, is to provide us with a means of earning money, to enable us to buy the thigs that 'are' useful.


I agree. I think the problem is that game designers just copy off their predecessors and don't think about the errors in the older designs. They either need to find ways to make inventory size an element of gameplay, or totally redesign the way items and the game's internal economy works.

I always thought just picking up the money off creatures - like in final fantasy - rather than items to later sell for money was pretty straight-forward and enjoyable. Sure, money in those games is pretty pointless and it has it's own share of problems, but they never suffered from these inventory blunders.

I think part of the solution has to do with crafting - getting components to make your own stuff, and just not putting limits on your crafting components. The way they did wade's armors was pretty nice. It would have been cool to have more of that type of thing. They have herbalism and poison making... why not blacksmithing?

Ultimately though, there's a lot of small quick fixes that could be made.

1. Make it faster to go back to camp/town. I don't like this one so much, because it allows the player to circumvent a tough encounter. The dungeon should be some kind of endurance run. This is a big problem with diablo - you can just teleport your way out of everything, which killed the challenge and fear of death.

2. Give an ability to transmute items into gold instantly.

3. Get rid of useless junk and just make the top tier items sell for less gold - basically balancing them to cost less with the junk items excluded.

4. Just raise the inventory size.

There are lots of solutions that are wider in scope too, like what the guys who worked on Mass Effect 2 did.

So, perhaps in reality, it is not the inventory systems that are flawed, but the core mechanic itself.


*Starts clapping and jumping up and down for joy*

Glad I am getting through.

Modifié par egervari, 07 mars 2011 - 08:54 .


#161
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Why do I need to mindlessly run through empty areas for 40 minutes when I could instead actually be playing the game?

That remins me of South Parks "Make Love not Warcraft"......when they finally beat the bad guy....after weeks of playing, one asks, "so what do we do now?" Cartman replies, "well, now we can finally play the game".....See the irony. Needlessly doing what you hate, 'is' playing the game.




In this inventory case, the answer to this choice is OBVIOUS - sell your crap, all the time. There is never a point in the game where it is a good gameplay decision to drop an item and accept losing the gold. Sure, it saves HUMAN TIME, but with respect to gameplay, it is a horrible decision to make. So players will basically have to babysit the game and sell all of their crap - or be punished. This is not good game design, as the there is no choice to make. It is essentially forced.

Much like real life eh? And me, and many others (just as many agree with your opinion), like the 'realism' aspect of not being able to carry what I want, to where I want, when I want.




Go back and read my posts on this point, as it is critical to understanding and eventually accepting my position.

Why the hell should I accept your decision? You see, it's that attitude that makes you come across like an ass. It's opinion, one I do not share. So i will never accept your position.




What's a 5% tax increase? Heck, it's only 5% right? <sarcasm>

Yes you are very sarcastic. The difference being is one doesn't cost you anything, neither does it matter. The other does. lame analogy....




I don't want to cheat. It's really that simple :/ I play these games on Nightmare - I want a genuine challenge. It feels wrong to cheat for me.

Yet you cheat because you refuse to play the game as the 'designers' intended.....interesting viewpoint. Very hypocritical...but interesting....says a lot about you.




I think part of the solution has to do with crafting - getting components to make your own stuff, and just not putting limits on your crafting components. The way they did wade's armors was pretty nice. It would have been cool to have more of that type of thing. They have herbalism and poison making... why not blacksmithing?

Agreed. And many games do have blacksmithing. Again, it's not the inventory that is the issue here really (at its basic core), its the type of crap that goes 'into' the inventory.


Ultimately though, there's a lot of small quick fixes that could be made.

1. Make it faster to go back to camp/town. I don't like this one so much, because it allows the player to circumvent a tough encounter. The dungeon should be some kind of endurance run. This is a big problem with diablo - you can just teleport your way out of everything, which killed the challenge and fear of death.

2. Give an ability to transmute items into gold instantly.

3. Get rid of useless junk and just make the top tier items sell for less gold - basically balancing them to cost less with the junk items excluded.

4. Just raise the inventory size.


OPINION AGAIN



*Starts clapping and jumping up and down for joy*

Glad I am getting through


Not really. I knew/know exactly what your issue is. I disagree, and say its the design itself of the whole game from scratch that 'may' need changing. The inventory system as it is, is perfectly fine.

(In my opinion).....

Modifié par Autolycus, 07 mars 2011 - 09:12 .


#162
bill4747bill

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Thief-of-Hearts wrote...

bill4747bill wrote...

Should be toggles for inventory.

Have a toggle for unlimited space for one.


why would anyone not have the max inventory on though?


To experience the joy of managing limited space? Not me, but I am sure some people like not having enough space. :)

#163
Taleroth

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bill4747bill wrote...

Thief-of-Hearts wrote...

bill4747bill wrote...

Should be toggles for inventory.

Have a toggle for unlimited space for one.


why would anyone not have the max inventory on though?


To experience the joy of managing limited space? Not me, but I am sure some people like not having enough space. :)

A game where the design elements become a series of player opt-in or out toggles is not a good idea.  For too many reasons.

#164
MadLaughter

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I think that a max inventory space encourages the tactical aspect of the game, managing your characters and equipment.

#165
TJPags

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egervari wrote...

TJPags wrote...

This is still going on?  Maker preserve us.

Redneck1st wrote...

TJPags wrote...

Hoard what, exactly?  Gems?  Blank Vellum?  silk carpets?  silver chalices?  greater nature balms?

Honestly, when you pick up a weapon or a piece of armor, look at it.  Is it better than what you have?  Yes?  Then use it, and sell what you were using (or give it to another party member, but that's a limited option in DA2).  It's not better than what you have now?  Then sell it.

When you pick up a potion, ask yourself, do I use potions?  No?  Sell it.  Yes?  Keep it.  It's only 1 inventory slot for 99 of them.

Why is this such a problem?  Posted Image



Not to mention the fact that for all those horders we will have a storage chest to store things in that we don't want to sell. Just check out my posting under the topic Blood Dragon Armor and you'll understand what I'm talking about.


Indeed.  I didn't have inventory problems in DAO before I got the storage chest.  Certainly didn't have it after.  Can't imagine I'll have it in DA2.

Because, I SELL STUFF!!!!!

Merchants buy things too, you know.  Posted Image


So is losing 20g an appropriate punishment for forgetting to sell stuff? Is walking 40 minutes in empty areas the correct punishment? What purpose does any of this serve with respect to the game's actual design. As I already said, it is horribly designed, as was a bunch of games before it.


How do you forget to sell stuff?  There are merchants in Orzamar - several - for when you get out of the Deep Roads or Jarvia's.  There's a merchant with the elves, for when you leave the forest.  There's a merchant in the Mage Tower.  Bodahn is in your camp, for crying out loud.  You've got several in Denerim.  And every time you turn around, it seems you run into Old Tegrin.  None of them require running or walking around for 40 minutes to get to them.

In short, there are merchants almost EVERYWHERE you turn.  I could understand, perhaps, if they were truly limited, or if, like in F:NV, they had limited money.  But they're not hard to find at all, they have unlimited funds, and if you're browsing their wares, it's really simple to actually sell things - you don't even have to change to a different screen!!!

Really, it's not the games fault if you either can't bear to part with you silver challice or a few wolf pelts, nor is it the game's fault if you simply forget to get rid of the stuff while standing at a merchants.  You can get up to 120 item slots.  There is nothing you have to carry that should take up even a third of those slots, so you should have 80 empty slots, if you just sell some things.

#166
egervari

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MadLaughter wrote...

I think that a max inventory space encourages the tactical aspect of the game, managing your characters and equipment.


As discussed, it does not achieve this goal as you can just go back and forth to sell everything with no gameplay penalty.

#167
egervari

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TJPags wrote...

How do you forget to sell stuff?  There are merchants in Orzamar - several - for when you get out of the Deep Roads or Jarvia's.  There's a merchant with the elves, for when you leave the forest.  There's a merchant in the Mage Tower.  Bodahn is in your camp, for crying out loud.  You've got several in Denerim.  And every time you turn around, it seems you run into Old Tegrin.  None of them require running or walking around for 40 minutes to get to them.

In short, there are merchants almost EVERYWHERE you turn.  I could understand, perhaps, if they were truly limited, or if, like in F:NV, they had limited money.  But they're not hard to find at all, they have unlimited funds, and if you're browsing their wares, it's really simple to actually sell things - you don't even have to change to a different screen!!!

Really, it's not the games fault if you either can't bear to part with you silver challice or a few wolf pelts, nor is it the game's fault if you simply forget to get rid of the stuff while standing at a merchants.  You can get up to 120 item slots.  There is nothing you have to carry that should take up even a third of those slots, so you should have 80 empty slots, if you just sell some things.


I completely disagree with everything you said.

The question isn't to criticize me for not selling stuff (or rather, maybe me choosing the keep it) - the question is, "Why are we punishing players to such extreme lengths for this? Why does this achieve with respect to gameplay?

If your character dies, you are out one injury repair kit... which costs next to nothing to make and you will probably have tons on you from the ones you find.

But if you don't sell your stuff and don't want to walk back to town? Well you are out 10 or 20g from all the crap you could pick up and sell. If you do want to walk back to town, 40 minutes are wasted. It's seems pretty disproportionate, no? I thought tactical battles were supposed to be the punishing game consequences? It turns out, forgetting to sell your stuff is actually more punishing in the long-term than dying.

Clearly though, you don't understand gameplay. Gameplay is about making choices with reasonable pros/cons - they are supposed to be non-trivial. The whole idea that the game forces players to sell their crap due to low inventory space is NOT A DECISION - it is forcing the player to always do things 1 way. The best way to play this game is to:

a) Pick up everything to maximize the amount of gold you earn
B) Sell everything at the earliest oppurtunity.

There is no other choice or strategy that is better than this - essentially, everyone that wants to play the game to the greatest benefit will be making the exact same choice. Any other choice puts the player at a disadvantage.

Such 1-sided "choices" are a clear indication of bad gameplay and design.

Modifié par egervari, 07 mars 2011 - 10:45 .


#168
TJPags

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egervari wrote...

TJPags wrote...

How do you forget to sell stuff?  There are merchants in Orzamar - several - for when you get out of the Deep Roads or Jarvia's.  There's a merchant with the elves, for when you leave the forest.  There's a merchant in the Mage Tower.  Bodahn is in your camp, for crying out loud.  You've got several in Denerim.  And every time you turn around, it seems you run into Old Tegrin.  None of them require running or walking around for 40 minutes to get to them.

In short, there are merchants almost EVERYWHERE you turn.  I could understand, perhaps, if they were truly limited, or if, like in F:NV, they had limited money.  But they're not hard to find at all, they have unlimited funds, and if you're browsing their wares, it's really simple to actually sell things - you don't even have to change to a different screen!!!

Really, it's not the games fault if you either can't bear to part with you silver challice or a few wolf pelts, nor is it the game's fault if you simply forget to get rid of the stuff while standing at a merchants.  You can get up to 120 item slots.  There is nothing you have to carry that should take up even a third of those slots, so you should have 80 empty slots, if you just sell some things.


I completely disagree with everything you said.

The question isn't to criticize me for not selling stuff (or rather, maybe me choosing the keep it) - the question is, "Why are we punishing players to such extreme lengths for this? Why does this achieve with respect to gameplay?

If your character dies, you are out one injury repair kit... which costs next to nothing to make and you will probably have tons on you from the ones you find.

But if you don't sell your stuff and don't want to walk back to town? Well you are out 10 or 20g from all the crap you could pick up and sell. If you do want to walk back to town, 40 minutes are wasted. It's seems pretty disproportionate, no? I thought tactical battles were supposed to be the punishing game consequences? It turns out, forgetting to sell your stuff is actually more punishing in the long-term than dying.

Clearly though, you don't understand gameplay. Gameplay is about making choices with reasonable pros/cons - they are supposed to be non-trivial. The whole idea that the game forces players to sell their crap due to low inventory space is NOT A DECISION - it is forcing the player to always do things 1 way. The best way to play this game is to:

a) Pick up everything to maximize the amount of gold you earn
B) Sell everything at the earliest oppurtunity.

There is no other choice or strategy that is better than this - essentially, everyone that wants to play the game to the greatest benefit will be making the exact same choice. Any other choice puts the player at a disadvantage.

Such 1-sided "choices" are a clear indication of bad gameplay and design.


Nope, guess I don't understand gameplay.  Posted Image

Let's just leave it at that, shall we?  Posted Image

#169
Nyaamos

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TJPags wrote...

egervari wrote...

TJPags wrote...

How do you forget to sell stuff?  There are merchants in Orzamar - several - for when you get out of the Deep Roads or Jarvia's.  There's a merchant with the elves, for when you leave the forest.  There's a merchant in the Mage Tower.  Bodahn is in your camp, for crying out loud.  You've got several in Denerim.  And every time you turn around, it seems you run into Old Tegrin.  None of them require running or walking around for 40 minutes to get to them.

In short, there are merchants almost EVERYWHERE you turn.  I could understand, perhaps, if they were truly limited, or if, like in F:NV, they had limited money.  But they're not hard to find at all, they have unlimited funds, and if you're browsing their wares, it's really simple to actually sell things - you don't even have to change to a different screen!!!

Really, it's not the games fault if you either can't bear to part with you silver challice or a few wolf pelts, nor is it the game's fault if you simply forget to get rid of the stuff while standing at a merchants.  You can get up to 120 item slots.  There is nothing you have to carry that should take up even a third of those slots, so you should have 80 empty slots, if you just sell some things.


I completely disagree with everything you said.

The question isn't to criticize me for not selling stuff (or rather, maybe me choosing the keep it) - the question is, "Why are we punishing players to such extreme lengths for this? Why does this achieve with respect to gameplay?

If your character dies, you are out one injury repair kit... which costs next to nothing to make and you will probably have tons on you from the ones you find.

But if you don't sell your stuff and don't want to walk back to town? Well you are out 10 or 20g from all the crap you could pick up and sell. If you do want to walk back to town, 40 minutes are wasted. It's seems pretty disproportionate, no? I thought tactical battles were supposed to be the punishing game consequences? It turns out, forgetting to sell your stuff is actually more punishing in the long-term than dying.

Clearly though, you don't understand gameplay. Gameplay is about making choices with reasonable pros/cons - they are supposed to be non-trivial. The whole idea that the game forces players to sell their crap due to low inventory space is NOT A DECISION - it is forcing the player to always do things 1 way. The best way to play this game is to:

a) Pick up everything to maximize the amount of gold you earn
B) Sell everything at the earliest oppurtunity.

There is no other choice or strategy that is better than this - essentially, everyone that wants to play the game to the greatest benefit will be making the exact same choice. Any other choice puts the player at a disadvantage.

Such 1-sided "choices" are a clear indication of bad gameplay and design.


Nope, guess I don't understand gameplay.  Posted Image

Let's just leave it at that, shall we?  Posted Image


Whats so hard to understand about that?
Limiting the inventory in this is NOT improving your tactical choices or making the game harder thats a fact.
Its just a waste of time so why is there even a limit? Thats why the OP is for not having a max inventory at all.
This game is NOT a Fallout 3 NV where running back to the shop from the dungeon for every crappy item is actually sometimes a bad decision because of food and water.
In this game the best choice is always go back and sell all the stuff so limiting the inventory is just ... .
And dont come with the why are u so lazy thing. It just has nothing to with it. Why should i waste my time running around in empty areas when i could actually play the game and do some real choices.
One Rpg game for example had a pet that u could sent back to a shop to automatically sell your junk for gold which was also a solution to the inventory limit problem (its still worse than just having no inventory limit though because u still wasted time on putting the junk into your pets inventory before sending him off and he always took some min to get back <.< (yeah i know u problably thing what a minute of time waiting?)).

#170
TJSolo

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egervari wrote...

TJSolo wrote...

Sorry, I have played Titan Quest where space management was literally a puzzle and where buying and selling excess loot frequently felt like a mini-merchant quest. So another RPG that implements limitations on how much a player can schlep around is not going to make me wince.


Oh, I'm not saying I prefer this - I don't. It IS better than diablo 2 though, which is what I was trying to say. At least they acknowledged that diablo 2 was flawed and they tried to fix it. They didn't fix it at it's core though - they just minimized the problem so that it wasn't as problematic.


Clearly you don't.
A game the implements limits that force players to sell, equip, or even drop things because of space issues is what I prefer. Progression that adds or remove that limitation like magic bags(WoW, NWN) or modified strength are preferable to me than flat out having no limit to begin with.

#171
Guest_Autolycus_*

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Nyaamos..

Good friends with egervari are we? See my previous 3 posts for answers to all your statements....

As for egerv....it's astounding (for someone apparently intelligent and better than Bioware at game design) that he/she just point blank refuses to accept the obvious....

Leaving this thread for my own sanity.

#172
TJSolo

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Nyaamos wrote...

One Rpg game for example had a pet that u could sent back to a shop to automatically sell your junk for gold which was also a solution to the inventory limit problem (its still worse than just having no inventory limit though because u still wasted time on putting the junk into your pets inventory before sending him off and he always took some min to get back <.< (yeah i know u problably thing what a minute of time waiting?)).



That game is Torchlight and sending your pet to sell the items it was carrying(there was pet and character inventory) was a big issue because the pet is an important helper in fights, coming back from stores took a long time, and the cool down on being able to send your pet to stores was really long as well. The makers of Torchlight wanted to lighten some of the loot burden in dungeons but they did not completely eliminate inventory limits just because your pet could go to the store once and a while.

#173
egervari

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TJSolo wrote...

egervari wrote...

TJSolo wrote...

Sorry, I have played Titan Quest where space management was literally a puzzle and where buying and selling excess loot frequently felt like a mini-merchant quest. So another RPG that implements limitations on how much a player can schlep around is not going to make me wince.


Oh, I'm not saying I prefer this - I don't. It IS better than diablo 2 though, which is what I was trying to say. At least they acknowledged that diablo 2 was flawed and they tried to fix it. They didn't fix it at it's core though - they just minimized the problem so that it wasn't as problematic.


Clearly you don't.
A game the implements limits that force players to sell, equip, or even drop things because of space issues is what I prefer. Progression that adds or remove that limitation like magic bags(WoW, NWN) or modified strength are preferable to me than flat out having no limit to begin with.


Whether you prefer it or not is irrelevant. It is bad game design. 

There is nothing broken about a large inventory size. It would not give you any more of an advantage by the end of the game if you compared it with going back to town constantly.

If you want the inventory size to actually matter, then other things in the game need to be re-designed to support your preferential design goal. As it stands, it is just a hassle and creates an imbalance in the choices available to the player.

Comparing to WoW isn't quite the same thing - it is an online game, and it is subscription based. It is in blizzard's self interest to put in time sinks to keep people playing (and thus they make more money). The design goals for such a game are totally different in Dragon Age. It is a single player game.

NWN1/2 are not good examples of inventory being done correctly either, so the comparison is not really of any value. They have the same problems - even worse problems actually.

If you want inventory size to matter, then you have to design that concept into the game. If you give the player the option to go back to camp/town to sell off all the crap, then it doesn't matter. You MUST take away this choice from the player altogether. In fact, you should drastically reduce the number of items you can carry if you really desire that aspect to be part of the game. It must be baked in.

As it stands, it is just a pointless, time consuming annoyance that is easily circumvented. Hence it offers no gameplay value to speak of.

I also don't undeerstand why you like being forced into making the same gameplay decision. This isn't real gameplay. So you pick up all the stuff and sell it... what is so great about this? It's trivial, mindless and only seeks to punish players. There is no alternative decision here - no other strategy that works... as I've already explained a dozen times.

Contrast this to every enemy being vulnerable to fire spells. What good would the rest of the spells be if fire spells were always the most effective? It would create a pretty stale and boring game. Why? Because the player isn't choosing anything - the game is forcing the player to make only one optimial decision. This would be bad design.

This is kind of why blood wound is broken. It's really good against almost everything - and I said 'almost', because there are exceptions. But once you have blood wound, you have so much freedom to spend 25+ skill points in totally different areas, thus making mages rediculously overpowered. This is a clear mistep from the game designers too, and is frankly no different than the inventory size game design decisions. It's all the same thing in the abstract.

Modifié par egervari, 08 mars 2011 - 02:33 .


#174
egervari

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Autolycus wrote...

Nyaamos..

Good friends with egervari are we? See my previous 3 posts for answers to all your statements....

As for egerv....it's astounding (for someone apparently intelligent and better than Bioware at game design) that he/she just point blank refuses to accept the obvious....

Leaving this thread for my own sanity.


It is amazing that if it's so obvious, then why haven't you been able to explain where my error in logic is?