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An inventory is only interesting if there is a diversity of items to carry


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#1
TheKillerAngel

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Aside from its general clunkiness, this is what I felt was another failing in ME1's inventory system. Essentialy, all that you picked up were repetitive weapons, upgrades, and armor. Basically, a majority of your loot was useless because a lot of the armor and weapons were just not that good. Even if you sold that trash, there really wasn't much to buy, especially once you got Spectre/Colossus gear.

Other games with inventories have consumables and various other items. There's medigel and grenades in Mass Effect, but they are not inventory items. What about things like deployable gun turrets? Deployable combat drones? Energy devices that, when consumed, replenish shields? How about trip/proximity mines or explosive charges? Consumables that increase speed, health regeneration, and melee damage? There are a lot of possibilities. With a system like this, grenades of various types and flashbangs could be used by all classes. 

As far as ME2's supposed lack of an inventory goes, it was better than ME1's system. I think inventories are pointless if they end up being gear lockers for stuff that doesn't get used. I think they can be good when they carry items that are actually useful and different from each other.

By different, I don't mean "this weapon does 5 more damage than the other." I mean different in function. An energy cell that recharges your shields is certainly different from a sentry turret you can deploy, and unlike the oodles of useless weapons and armor you get in ME1, both would be useful.

#2
FluffyScarf

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Agreed. Good luck convincing the nostalgia-tards though. To them any game without an inventory that can store over a hundred items isn't considered a RPG.

#3
TheKillerAngel

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Do you think consumable items would work in the ME games? I think they have the potential to make combat a lot more interesting.

#4
FluffyScarf

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Problem is, the more you introduce, the more whining you'll hear from the nuts on how the lore has been ruined. Consumables like a pill/injection Shep takes before battle to improve what ever attribute certainly adds another layer to combat, but a minority of kooks (won't name who, but everyone on this forum will know) will cry 'retcon!' because it was never present in the previous games.

Modifié par FluffyScarf, 13 juin 2011 - 07:29 .


#5
Mr. MannlyMan

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FluffyScarf wrote...

Problem is, the more you introduce, the more whining you'll hear from the nuts on how the lore has been ruined. Consumables like a pill/injection Shep takes before battle to improve what ever attribute certainly adds another layer to combat, but some will cry 'retcon!' because it was never present in the previous games.


What? That's not true.

Stims exist in Mass Effect, and I could easily see adrenaline or morphine injections existing as consumables. 

When someone cries "retcon", it's because a previous law or characteristic of the IP's universe was broken in some way.

Modifié par Mr. MannlyMan, 13 juin 2011 - 07:33 .


#6
Lunatic LK47

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TheKillerAngel wrote...

Do you think consumable items would work in the ME games? I think they have the potential to make combat a lot more interesting.


Never bothered with the Stimpacks in KOTOR 1. I would most likely avoid similar items like the plague.

#7
nitrog100

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FluffyScarf wrote...

Agreed. Good luck convincing the nostalgia-tards though. To them any game without an inventory that can store over a hundred items isn't considered a RPG.

Better than no inventory at all. Mass Effect 2 had no inventory. Mass Effect 1 didn't get it exactly right, but they were a lot closer than ME2s crappy system.

#8
flexxdk

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FluffyScarf wrote...

Agreed. Good luck convincing the nostalgia-tards though. To them any game without an inventory that can store over a hundred items isn't considered a RPG.

Deal with it.

There'll always be these kind of guys, and there's no need to offend them. If they think that something is wrong, they're more than welcome to voice their opinion.

And the consumables thing...
I never use consumables in battles (except for health potions or mana potions or whatever), so to me that would only be a bag filler.
It would make things interesting, but how? Bigger reaction time for five seconds (in other words: slow-mo)? Bigger accuracy? Or something along the lines of berserk: being able to absorb lots of damage?

#9
Rollingcabbage

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nitrog100 wrote...

FluffyScarf wrote...

Agreed. Good luck convincing the nostalgia-tards though. To them any game without an inventory that can store over a hundred items isn't considered a RPG.

Better than no inventory at all. Mass Effect 2 had no inventory. Mass Effect 1 didn't get it exactly right, but they were a lot closer than ME2s crappy system.


There was an inventory. It was extremely simple and you could only access it at the weapons locker. I like what Bioware are doing with the inventory in ME3. More choice.

#10
DaringMoosejaw

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nitrog100 wrote...

FluffyScarf wrote...

Agreed. Good luck convincing the nostalgia-tards though. To them any game without an inventory that can store over a hundred items isn't considered a RPG.

Better than no inventory at all. Mass Effect 2 had no inventory. Mass Effect 1 didn't get it exactly right, but they were a lot closer than ME2s crappy system.


No, not really. With ME1, you spent the whole game keeping an eye out for Colossus and Predator armor while the vast majority of the other stuff was omni-gel'd or vendored. The spectre weaponry was far, far superior to the other guns and not even a toss-up. Everything else aside from weapon mods were pretty pointless.

With ME2, your armor was modular or you had the full suits that were distinct and had their own advantages or disadvantages. You had a few weapons of each type that had them as well. You weren't looking for items that had the longest bars, there was some actual thought to be done. No clutter, no repetitive vendoring of useless junk, no maxing out your money that you couldn't spend on anything if you had the money to spend.

#11
AlanC9

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I'm a bit confused. Is the goal to make a better game, or is it just to implement traditional RPG inventory in a way that sucks as little as possible?

#12
Akizora

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Mr. MannlyMan wrote...

What? That's not true.

Stims exist in Mass Effect, and I could easily see adrenaline or morphine injections existing as consumables. 

When someone cries "retcon", it's because a previous law or characteristic of the IP's universe was broken in some way.


Good luck being functional for combat after injecting morphine :P

#13
FluffyScarf

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We should be able to inject enemies with morphine then. New melee attack. Shep lunges with a couple of syringes at a Cerebrus soldier.

#14
Akizora

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FluffyScarf wrote...

We should be able to inject enemies with morphine then. New melee attack. Shep lunges with a couple of syringes at a Cerebrus soldier.


And they lie down on the ground in bouts of euphoria, completely ignoring all damage they take and fully content with being killed.

#15
javierabegazo

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FluffyScarf wrote...

We should be able to inject enemies with morphine then. New melee attack. Shep lunges with a couple of syringes at a Cerebrus soldier.

Lol, reminds me of this game
http://www.eurogamer...-smile-revealed

And a new game obviously means new weapons, such as a girder wrapped in
barbed wire called the Violence Hammer and a giant syringe called the
Painkiller.



#16
Apollo Starflare

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Agreed, the endless lists of the same/pointless items needs to be retired but the idea behind the inventory system is one that should stay. For me BioWare are right on the verge of getting it right with recent attempts, but just not quite. Maybe ME3 will be the one.

With that said don't games like Torchlight still involve loads of inventory items but make it work? It definitely doesn't fit the Mass Effect style of game (incl ME1), nor DAO for me (cool story bro moment: watching my gf play through the game I would end up clearing the inventory out half the time, not because she didn't understand what to do but because it was a chore), but it is probably arguable that there are still some styles of game that benefit from having spreadsheets for inventories.

javierabegazo wrote...

Lol, reminds me of this game
http://www.eurogamer...-smile-revealed

And a new game obviously means new weapons, such as a girder wrapped in
barbed wire called the Violence Hammer and a giant syringe called the
Painkiller.



That is quite possibly the best name for a computer game I have ever seen.

#17
Bogsnot1

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In Australia we recently had a game (FPS, cant recall which one) that was refused classification (ie: banned) because it featured a morphine syringe that gave a slight health boost and enabled you to keep going because it "took the pain away". This was deemed to be promoting the use of drugs by our bass ackwards classification board.
So please, no Stims.

#18
javierabegazo

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Bogsnot1 wrote...

In Australia we recently had a game (FPS, cant recall which one) that was refused classification (ie: banned) because it featured a morphine syringe that gave a slight health boost and enabled you to keep going because it "took the pain away". This was deemed to be promoting the use of drugs by our bass ackwards classification board.
So please, no Stims.

Good god Australia, that's taking it a bit far....Why haven't there been protests..?

#19
Bogsnot1

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javierabegazo wrote...

Bogsnot1 wrote...
In Australia we recently had a game (FPS, cant recall which one) that was refused classification (ie: banned) because it featured a morphine syringe that gave a slight health boost and enabled you to keep going because it "took the pain away". This was deemed to be promoting the use of drugs by our bass ackwards classification board.
So please, no Stims.

Good god Australia, that's taking it a bit far....Why haven't there been protests..?


Because we're naturally apathetic. Also, we know how to bypass governmental controls, by either importing, or, in extreme cases, donning a pegleg, eyepatch, and saying "yarr!" :bandit:

#20
solmyr-fr

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A traditional RPG inventory is good/necesary when you have objects that have restrictions (can be class, skills or alignement  restrictions) with different squadmates you can fully customise and several items type with unique items

Sadly it doesn't apply very well to ME2 (or 3) because :
- there is only 2 kind of object : 1 piece of armor and weapons (and upgrades)
- we won't be able to fully customise squadmates (weapons I guess but no armor)
- there is no sense in class/alignement restrictions items because it's not wise in ME universe  (it's not like in D&D games when a sword can only be used by lawful good paladin or SW KOTOR with a crystal for sith...)
- there is no attribute points or skill points that could lead to a restriction

I love traditional RPG and the traditional inventory system but it'll be a mistake to make one for ME. That doesn't mean that there shouldn't be an inventory at all! They can do a specific and customized inventory for weapons and weapons mods...

#21
_NF_Von_Lipwig

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Do you think consumable items would work in the ME games? I think they have the potential to make combat a lot more interesting.


Then I also think we should have the ability to take Red Sand. :P It would give an increase in biotic power (even to non-biotic classes), as well as make you laugh uncontrollably and make the screen wobbly, I guess.

Modifié par _NF_Von_Lipwig, 13 juin 2011 - 10:24 .


#22
TheKillerAngel

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Basically, the short version of the story is this: An inventory's usefulness is limited by the usefelnuss of the items it can carry.

I suppose casual players might not find much use out of consumables, but a lot of the serious players would love to have items that can say, reduce incoming damage to shields by 50%, reduce recoil/improve accuracy by 50% for 10 seconds, instantly replenish shields by 75%, or deployable hovering gun-drones. I, for one would probably use those like crazy.

#23
Fogg

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invetory should also have stuff like a pack of cigarettes and a bottle of vodka

#24
AntiChri5

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While i disagree with you about consumables, i am in full agreement with your central position that an inventory is only as good as the usefulness/variety of the things that can go in it.

#25
Gibb_Shepard

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javierabegazo wrote...

Bogsnot1 wrote...

In Australia we recently had a game (FPS, cant recall which one) that was refused classification (ie: banned) because it featured a morphine syringe that gave a slight health boost and enabled you to keep going because it "took the pain away". This was deemed to be promoting the use of drugs by our bass ackwards classification board.
So please, no Stims.

Good god Australia, that's taking it a bit far....Why haven't there been protests..?


There have been.....internet protests. Many gaming organisations have petitions and programmes to implement an R18 rating, which we currently lack at the moment. Anything that doesn't fall under a 15+ rating, is banned from Australia.

Pretty sure we'll get there soon though.