ME's Inventory returning? (GameTrailer Interview)
#76
Posté 28 juillet 2011 - 10:21
#77
Posté 28 juillet 2011 - 10:21
BECAUSE ME serie IS NOT normal RPG. ME serie is basicly Role-Playing Shooter. What is basicly same as action RPG with shooter combat. We are talking totally different type of game. Just because action RPG has word RPG in it, doesn't mean all traditional RPG features works well in action RPG too. Focus of traditional inventory system is just wrong to hole game.Blooddrunk1004 wrote...
I dont understand why is everyone using ME1 inventory as an excuse that it would suck for ME3.
What about KOTOR, Witcher or Elder Scrolls series? I realy liked inventory system there. Im not saying too put inventory in ME3 but if Bioware realy wants to improve RPG elements, they might aswell add something similiar.
Point been, they are improving ME2 inventory system by adding more choises and customation.
PS: Base design of these two inventory system is totally different.
Modifié par Lumikki, 28 juillet 2011 - 10:29 .
#78
Posté 28 juillet 2011 - 10:21
Phaedon wrote...
Confirmed not to return by Jesse Houston in a live stream not too long ago.
That's pretty much an end threader.
#79
Posté 28 juillet 2011 - 10:23
Haven't really checked a lot of the posts in this thread, but I am sure that this thread will survive for some additional rose-tinted-glass inflicted whining.LPPrince wrote...
That's pretty much an end threader.
#80
Guest_Catch This Fade_*
Posté 28 juillet 2011 - 10:25
Guest_Catch This Fade_*
Yeah I'm not too sure it would myself. It's always good to look at how other games handle things to see what can be done to improve aspects of a game though.LPPrince wrote...
jreezy wrote...
I wonder if an RE4 type inventory system could work…
O___O
No. Well, not for me at least.
#81
Posté 28 juillet 2011 - 10:25
Phaedon wrote...
Haven't really checked a lot of the posts in this thread, but I am sure that this thread will survive for some additional rose-tinted-glass inflicted whining.LPPrince wrote...
That's pretty much an end threader.
Hey, lets not go there. Even I miss the idea of a fixed ME1 inventory in ME3, but lets not go there.
Anywhoozle, since that's out of the way, I'm off.
#82
Guest_Catch This Fade_*
Posté 28 juillet 2011 - 10:28
Guest_Catch This Fade_*
Just because Mass Effect isn't a traditional RPG it can't have a traditional inventory system? That doesn't make sense to me at all.Lumikki wrote...
BECAUSE ME serie IS NOT normal RPG. ME serie is basicly Role-Playing Shooter. What is basicly same as action RPG with shooter combat. We are talking totally different type of game. Just because action RPG has word RPG in it, doesn't mean all traditional RPG features works well in action RPG too. Focus of traditional inventory system is just wrong to hole game.Blooddrunk1004 wrote...
I dont understand why is everyone using ME1 inventory as an excuse that it would suck for ME3.
What about KOTOR, Witcher or Elder Scrolls series? I realy liked inventory system there. Im not saying too put inventory in ME3 but if Bioware realy wants to improve RPG elements, they might aswell add something similiar.
#83
Posté 28 juillet 2011 - 10:31
Why? This is not ME1 vs ME2, it's Mechanism X vs Mechanism Y.LPPrince wrote...
Hey, lets not go there. Even I miss the idea of a fixed ME1 inventory in ME3, but lets not go there.
Anywhoozle, since that's out of the way, I'm off.
There's a very specific reason that upgrades don't work well in a centralized inventory. They are not useful by themselves, and since they are different for different parts or even weapons, and have different (sometimes slightly) functions, they mess up the inventory.
I can't imagine a person thinking that they would be a good idea without being "waxin' goddamn nostalgic". ME1 is not the only game to have minor items in an inventory, you know. It doesn't work well.
Besides, it basically screws up with the fundamentals of visual customization.
#84
Posté 28 juillet 2011 - 10:33
Phaedon wrote...
Confirmed not to return by Jesse Houston in a live stream not too long ago.
And nothing of significance was lost that day.
Really. I don't think there's anything wrong with the way ME2 handled it, and I'm glad that they're improving that system instead of bringing back something that's like the system in ME1.
As for the RPG thing, I can't care less if it follows classic RPGs or not, because BioWare's not even aiming for that.
What I've seen thus far looks good enough for me. There's really no point in having a needlessly complicated inventory system or one that's just clogging up everything if they already have one that's way more fluid.
#85
Posté 28 juillet 2011 - 10:33
TexasToast712 wrote...
This is most likely.Walker White wrote...
Savber100 wrote...
In a short video, Hudson mentions the buying and selling of mods while also being able to pick up the guns and integrate them into the game economy.
This probably means schematics, for which you do not need sophisticated inventory. Given desktop fabrication, It makes no sense in the ME universe to sell anything other than a schematic or a raw material (or a specially crafted item that cannot be created by desktop fabrication).
My prediction is this: We can pick up physical weapons from bodies in mission, but we do not carry them out of the gravity well. Instead we upload them to the Normandy and fabricate them there for later missions.
That reminds me pretty much of MGS4's equipment system... and I like it.
#86
Posté 28 juillet 2011 - 10:35
Phaedon wrote...
Why? This is not ME1 vs ME2, it's Mechanism X vs Mechanism Y.LPPrince wrote...
Hey, lets not go there. Even I miss the idea of a fixed ME1 inventory in ME3, but lets not go there.
Anywhoozle, since that's out of the way, I'm off.
There's a very specific reason that upgrades don't work well in a centralized inventory. They are not useful by themselves, and since they are different for different parts or even weapons, and have different (sometimes slightly) functions, they mess up the inventory.
I can't imagine a person thinking that they would be a good idea without being "waxin' goddamn nostalgic". ME1 is not the only game to have minor items in an inventory, you know. It doesn't work well.
Besides, it basically screws up with the fundamentals of visual customization.
Exactly, and with what Casey explained at Comic Con, during one of the demos, what we'll get in ME3 is more than enough for equipment.
And I'm glad they're leaving the ME1 inventory in ME1.
#87
Posté 28 juillet 2011 - 10:39
Read my post agian. I never said Mass Effect is purely RPG, neither i said it is necesarry to add inventory.Lumikki wrote...
BECAUSE ME serie IS NOT normal RPG. ME serie is basicly Role-Playing Shooter. What is basicly same as action RPG with shooter combat. We are talking totally different type of game. Just because action RPG has word RPG in it, doesn't mean all traditional RPG features works well in action RPG too. Focus of traditional inventory system is just wrong to hole game.
While ME1 inventory system was horrible, ME2 completly ditched it. Upgrading is way too simplified and i started losing patience after i depleted so many planets just to get weapon upgrades, in other words it ruined fun for me.
Like i said, if they want too improve RPG elements, its dbest thing too do something about it.
Modifié par Blooddrunk1004, 28 juillet 2011 - 10:44 .
#88
Posté 28 juillet 2011 - 10:42
I ques that does require explaining.jreezy wrote...
Just because Mass Effect isn't a traditional RPG it can't have a traditional inventory system? That doesn't make sense to me at all.
How much focus in normal RPG has in looting items, getting better and better items as heavy progression items and characters. This takes allmost half the gameplay in normal RPG. You follow the story and do combat, but same time you also gather loot all the time. Then because you get so many items you need to micro-manage those items a lot in inventory.
ME serie how ever, is a lot more cinematic, like interactive movie, faster and action based impressions. Where it's focus is more in dialog based story play and combat, it's a lot more 3D impression. Now adding normal RPG inventory, it cause a lot more items, because every item is induvidual and SLOW micro-management of items. Everytime you have to manage items, it breaks the 3D movie like gameplay impression. That's just wrong focus for ME serie, that's not what ME serie is. Even ME story has no heavy progression, because Shepard starts as elite soldier.
Point been everyting what normal slow induvidual item based inventory does, is pretty much wrong for ME serie. Because it would change the ME more to normal SLOW RPG and break the cinematic impression all the time. Only good thing what it does related ME serie is the customation part and that can be done without normal induvidual item based RPG inventory.
That is what ME3 is trying to do, ME2 inventory with better customation and choises. This means focus is in customation, not in items, looting or micro-management it self. Because this heavy looting, finding better items to upgrade and then micro-manage them in big inventory, does not improve ME serie as game.
Modifié par Lumikki, 28 juillet 2011 - 11:36 .
#89
Posté 28 juillet 2011 - 10:51
ME2 was not far from a fixed ME1 inventory. ME3 is even closer.Someone With Mass wrote...
And nothing of significance was lost that day.
Really. I don't think there's anything wrong with the way ME2 handled it, and I'm glad that they're improving that system instead of bringing back something that's like the system in ME1.
As for the RPG thing, I can't care less if it follows classic RPGs or not, because BioWare's not even aiming for that.
What I've seen thus far looks good enough for me. There's really no point in having a needlessly complicated inventory system or one that's just clogging up everything if they already have one that's way more fluid.
Upgrades within a centralized inventory make no sense, you can access the ones that are compatible with your weapon via visual weapon customization.
Having access to your inventory at all times is a perfect way to break your gameplay.
You can change the weapon that suits in your situation the most at all times. Which cancels any reason for the weapons to be unique or to have weapon types in general. Before someone asks me why it didn't break ME1, I'd kindly ask them to compare the stats of one weapon to another, which are either worse or better. It basically doesn't break because there isn't anything to break.
Everything else has essentially passed to the other two games.
You could argue that ME1's squad armour customization didn't pass to ME2, but along with it's cons (such as, complete loss of personality), it wouldn't work. At all. You have 4 types of armour in ME1 (1: Human, Asari, 2: Turian, 3: Quarian, 4: Krogan), and that worked pretty badly. Imagine 6 types of armour (1: Human, Asari, 2: Turian, 3: Quarian, 4: Krogan, 5: Geth, 6: Drell). And no, drell anatomy is not close enough to human. And yes, Thane's disease complicates it even further.
EDIT: Another reason I like decentralized inventory (and never used the centralized one in ME2 instead), is that it gives incentive to talk to characters.
Modifié par Phaedon, 28 juillet 2011 - 10:54 .
#90
Posté 28 juillet 2011 - 10:57
- ability to find/buy/sell stuff
(I don't really care what. DA2's junk items are a post modern commentary on this desire)
- ability to change my squad loadouts whenever I want or at least much more often than in ME2
#91
Posté 28 juillet 2011 - 11:01
even those that dont like bottomless pockets could apreciate the step with scanning items.
#92
Posté 28 juillet 2011 - 11:01
#93
Posté 28 juillet 2011 - 11:01
#94
Posté 28 juillet 2011 - 11:02
AlanC9 wrote...
What's RE4's inventory like?
#95
Posté 28 juillet 2011 - 11:06
#96
Posté 28 juillet 2011 - 11:17
Boiny Bunny wrote...
Perhaps the picking up enemy weapons works in a similar way to a FPS (say Halo) where you 'swap' your current weapon for another (provided that you can use it). Alternatively, enemy weapons may be picked up and used as 'temporary' weapons that you cannot obtain extra ammo for (dates back to the SNES days).
That'd work if Shepard holsters all the weapons that (s)he's currently carrying to pick up the one on the ground.
#97
Posté 28 juillet 2011 - 11:33
Phaedon wrote...
Upgrades within a centralized inventory make no sense, you can access the ones that are compatible with your weapon via visual weapon customization.
Mmm, what if visual weapon customization was accesible in centralized inventory?
]
... was supposed to represent your (and maybe other peoples's) opinion, not... some kind of... general rule, correct?Having access to your inventory at all times is a perfect way to break your gameplay.
You can change the weapon that suits in your situation the most at all times. Which cancels any reason for the weapons to be unique or to have weapon types in general.
Edit: I have seen your post about opinions in Action over story thread. Well said and sorry for having doubts.
It's just that for example I value freedom of choice (including choices what to do with my, sometimes even relatively well customized and personified weapons (crafted, enchanted, up-graded weapons / armors / items in Witcher, Morrowind, Fallout) over gameplay reasons. But as you pointed out, people tend to like different things.
Modifié par Varen Spectre, 29 juillet 2011 - 12:28 .
#98
Posté 28 juillet 2011 - 11:48
Blooddrunk1004 wrote...
Wtf?RinpocheSchnozberry wrote...
ME1's inventory = textbook definition of absolute fail.
ME2's inventory = Excellent Inventory.
If they want to backslide a little bit, I'm ok with it. So long as it doesn't look like something out of Deus Ex, DAO, or X-Com.
Mass Effect 2 has no inventory.
I dont understand why is everyone using ME1 inventory as an excuse that it would suck for ME3.
What about KOTOR, Witcher or Elder Scrolls series? I realy liked inventory system there. Im not saying too put inventory in ME3 but if Bioware realy wants to improve RPG elements, they might aswell add something similiar.
Lol to all people who use realism as an excuse to not have inventory.
There is an issue with this, in regards to what Mass Effect did in comparison to what KotOR did.
Variation. The only difference between the Lancer I and the HMWA X aside from appearance and numbers, was an upgrade slot. And that is pretty much how most of the weapons went in ME1. Having hundreds of guns would be fine if they functioned any differently. Otherwise, they are just there to take up space. There is no real reason to have any other gun in the game, where as they all have strengths and weaknesses in Mass Effect 2, meaning that people can prefer to use one gun in instances or overall.
And yes, like it or not, Mass Effect 2 did have an inventory. There were items you were able to pick from and use. It just didn't have an *inventory system* in a traditional-RPG sense. Which, btw, does not necessarily mean RPG elements are improved. It just means it has another element associated with traditional RPGs. Inclusion does not mean proper execution or anything gained. Just means it is there.
And the universe reason for the inventory was the fact that an Omni-Tool was able to store the schematics of the particular gun, and use Omni-Gel to produce it. They never actually existed, just fabricated on the spot. Heavy weapons required more involvment and resources than a standard Omni-Tool could produce.
#99
Posté 28 juillet 2011 - 11:51
When selling items or buying I'd like the screen to be the fallout style where I can use my right trigger to move between them and sell or buy at will.
I'd also like to be able to sell and buy minerals for the ship, mods, ancient relics, armor, casual clothing, squadmember armor and clothing, and rare components that will later be used ingame to make reaper killing weapons provided we find the secret (and off main plot) prothean bases and beacons that house the plans and a few of the components for these things to be assembled.
#100
Posté 29 juillet 2011 - 12:02
Eh... given the setting I don't see why there would have to be control over the quantity of items since you can make as many as you need. Plus adding more guns brings us back to the same problem ME1 had: tons of options, but few of them having any real depth because there's just so much stuff that people will automatically gravitate to whatever has the best stats.Destroy Raiden wrote...
I would like it to return but refined more final fantasy way of inventory keeping and inventory qty displaying. The 10 guns we got from ME2 just didn't cut it for me and I couldn't do alot like I could with ME. I like the idea mods are coming back. I would like the new inventory to just state the thing and how much we have vs it giving the same item its own slot 15 times over so say we have pistol 20, pistol 20, pistol 88, pistol88 the inventory would record this as: Pistol20 QTY 2 and Pistol 88 QTY 2.
When selling items or buying I'd like the screen to be the fallout style where I can use my right trigger to move between them and sell or buy at will.





Retour en haut







