Why so much junk?
#26
Posté 11 mars 2011 - 09:31
I would rather the game let us figure out which items are useless, rather than having the UI element hand us meta-game information like that.
#27
Posté 11 mars 2011 - 09:34
But... Why not make the vendor trash into one item?[quote]
Because that adds an aspect of inventory managment and a cap on how "profitable" any given trip to a vendor will be. This is also a bit of a time sink, as it necessitates periodic visits to the vendor to unload. Same reason as in an MMO, really.
[quote]Or simply hand out gold? [/quote]
That's rather boring, neh? The trash lets them add a little bit of subtle flavor to the world, and can be used to give a wink and a nod to outside media as well. I'd be prepared to swear that all the trousers I'm finding lying around is a reference to Yahtzee's review of DAO, for instance.
#28
Posté 11 mars 2011 - 09:34
Sylvius the Mad wrote...
I like that there are useless items, but I dislike that there is a Junk section in the inventory into which they are automatically added.
I would rather the game let us figure out which items are useless, rather than having the UI element hand us meta-game information like that.
That would make the game less *welcoming*
#29
Posté 11 mars 2011 - 09:35
Will Doherty wrote...
Sylvius the Mad wrote...
I like that there are useless items, but I dislike that there is a Junk section in the inventory into which they are automatically added.
I would rather the game let us figure out which items are useless, rather than having the UI element hand us meta-game information like that.
That would make the game less *welcoming*
But more "challenging".
#30
Posté 11 mars 2011 - 09:37
#31
Posté 11 mars 2011 - 09:37
WilliamShatner wrote...
Will Doherty wrote...
Sylvius the Mad wrote...
I like that there are useless items, but I dislike that there is a Junk section in the inventory into which they are automatically added.
I would rather the game let us figure out which items are useless, rather than having the UI element hand us meta-game information like that.
That would make the game less *welcoming*
But more "challenging".
And a bit more "time comsuming."
Oh, trust me, they added alot of references to things in dialog and codex alone. I'd rather have more open space than item names that make me smile for a second.That's rather boring, neh? The trash lets them add a little bit of subtle flavor to the world, and can be used to give a wink and a nod to outside media as well. I'd be prepared to swear that all the trousers I'm finding lying around is a reference to Yahtzee's review of DAO, for instance
Modifié par Nimpe, 11 mars 2011 - 09:39 .
#32
Posté 11 mars 2011 - 09:39
Nimpe wrote...
WilliamShatner wrote...
Will Doherty wrote...
Sylvius the Mad wrote...
I like that there are useless items, but I dislike that there is a Junk section in the inventory into which they are automatically added.
I would rather the game let us figure out which items are useless, rather than having the UI element hand us meta-game information like that.
That would make the game less *welcoming*
But more "challenging".
And a bit more "time comsuming."
And less *streamlined*
#33
Posté 11 mars 2011 - 09:39
Luke Barrett wrote...
What you gon' do with all that junk?
All that junk inside your trunk?
Im'a sell, sell, sell, sell that junk
Sell that junk to some lowtown punk
nice try but dat didnt save it..at all
junk remains junk
#34
Posté 11 mars 2011 - 09:40
#35
Posté 11 mars 2011 - 09:43
In DAO, gems look like junk, but then you find quest-givers who want some. How can you be suyre you'll never find someone who really wants 25 Sheets of Vellum?AlanC9 wrote...
Glad you put quotes on "challenging", Shat. It's not like anyone who can read couldn't figure out what's junk and what's not.
#36
Posté 11 mars 2011 - 09:44
This is a problem when there's more expensive items than there were in Origins.
#37
Posté 11 mars 2011 - 09:44
Sylvius the Mad wrote...
I like that there are useless items, but I dislike that there is a Junk section in the inventory into which they are automatically added.
I would rather the game let us figure out which items are useless, rather than having the UI element hand us meta-game information like that.
I agree with this. At the beginning of the game I was hoarding these things as by their description they sounded like compenents for spells or crafting. Only after I saw in the manual what they were was I free to sell enmasse.
#38
Posté 11 mars 2011 - 09:45
If it's janitor simulation, perhaps.Smiffy008 wrote...
Different junk items makes for better immersion
Which you know, roleplaying games should have.
Can't say the whole trope of "adventurers live to grab every piece of trash that isn't nailed down, haul it around the world and every merchant jumps at the opportunity to buy it" ever made much sense to me, or helped immersion in any way.
Modifié par tmp7704, 11 mars 2011 - 09:46 .
#39
Posté 11 mars 2011 - 09:47
Luke Barrett wrote...
What you gon' do with all that junk?
All that junk inside your trunk?
Im'a sell, sell, sell, sell that junk
Sell that junk to some lowtown punk
Best BioWare answer ever!
I do however prefet the "junk" in DA:O, it was more interesting because you didn't really know if it was junk or furure quest items.
I dont' know how many empty scrolls i had saved when i finally sold them after the landsmeet.
#40
Posté 11 mars 2011 - 09:49
WilliamShatner wrote...
Luke Barrett wrote...
What you gon' do with all that junk?
All that junk inside your trunk?
Im'a sell, sell, sell, sell that junk
Sell that junk to some lowtown punk
I hope all BioWare design meetings are just as creative and profound.
ROFL these posts made my night.
#41
Posté 11 mars 2011 - 10:01
Sylvius the Mad wrote...
I like that there are useless items, but I dislike that there is a Junk section in the inventory into which they are automatically added.
I would rather the game let us figure out which items are useless, rather than having the UI element hand us meta-game information like that.
That's a pretty ridiculous request. I like junk items because it adds a bit of flavour to the game, and this junk section is a lot more convenient.
Modifié par JabbaDaHutt30, 11 mars 2011 - 10:03 .
#42
Posté 11 mars 2011 - 10:02
item:
Broken Sword
"You can tell from what's left of the blade that this was once a beautiful piece. The jewels left in the hilt could fetch a good price"
vender buys for: 7 silver
etc.
#43
Posté 11 mars 2011 - 10:02
tmp7704 wrote...
If it's janitor simulation, perhaps.Smiffy008 wrote...
Different junk items makes for better immersion
Which you know, roleplaying games should have.
Can't say the whole trope of "adventurers live to grab every piece of trash that isn't nailed down, haul it around the world and every merchant jumps at the opportunity to buy it" ever made much sense to me, or helped immersion in any way.
It's fun... it has been done in roleplaying games for ages.
#44
Posté 11 mars 2011 - 10:06
WilliamShatner wrote...
Will Doherty wrote...
Sylvius the Mad wrote...
I like that there are useless items, but I dislike that there is a Junk section in the inventory into which they are automatically added.
I would rather the game let us figure out which items are useless, rather than having the UI element hand us meta-game information like that.
That would make the game less *welcoming*
But more "challenging".
Uh, come on... how the heck is selling your junk individually more challenging? It's just more tedious.
#45
Posté 11 mars 2011 - 10:08
So then, in Awakenings, bolstered by this knowledge, I sold my gems etc and other garbage. Now it turns out, I need gems for Wade. Oh my god make up your mind, game! =P
#46
Posté 11 mars 2011 - 10:10
Nimpe wrote...
WilliamShatner wrote...
Will Doherty wrote...
Sylvius the Mad wrote...
I like that there are useless items, but I dislike that there is a Junk section in the inventory into which they are automatically added.
I would rather the game let us figure out which items are useless, rather than having the UI element hand us meta-game information like that.
That would make the game less *welcoming*
But more "challenging".
And a bit more "time comsuming."Oh, trust me, they added alot of references to things in dialog and codex alone. I'd rather have more open space than item names that make me smile for a second.That's rather boring, neh? The trash lets them add a little bit of subtle flavor to the world, and can be used to give a wink and a nod to outside media as well. I'd be prepared to swear that all the trousers I'm finding lying around is a reference to Yahtzee's review of DAO, for instance
What do trousers have to do with Yahtzee's review? Oo
#47
Posté 11 mars 2011 - 10:12
Suron wrote...
Not to mention there's practically no "inspection" text like at least a few items in DA:O had.
I miss that, too. I keep looking at swords and armor expecting a neat little "fun fact" about the item and there's nothing there. The items that do get more information about them seem to be in the codex, which I do enjoy reading, but I'm pretty sure it's just the DLC items that get more information.
#48
Posté 11 mars 2011 - 10:14
Luke Barrett wrote...
What you gon' do with all that junk?
All that junk inside your trunk?
Im'a sell, sell, sell, sell that junk
Sell that junk to some lowtown punk
This made me smile so hardcore.
#49
Posté 11 mars 2011 - 10:21
Luke Barrett wrote...
What you gon' do with all that junk?
All that junk inside your trunk?
Im'a sell, sell, sell, sell that junk
Sell that junk to some lowtown punk
haha , this made my day
#50
Posté 11 mars 2011 - 10:22
Luke Barrett wrote...
What you gon' do with all that junk?
All that junk inside your trunk?
Im'a sell, sell, sell, sell that junk
Sell that junk to some lowtown punk
I
LOVE
YOU.





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