DAO Inventory System = Headaches
#26
Posté 25 novembre 2009 - 04:31
#27
Posté 25 novembre 2009 - 04:35
#28
Posté 25 novembre 2009 - 04:56
Is that a make or break issue? Well... no.
Modifié par SheffSteel, 25 novembre 2009 - 04:56 .
#29
Posté 25 novembre 2009 - 05:04
erock75 wrote...
This thread is ridiculous! There is no right and wrong here. Bioware made the game they wanted to make - everything in the game was thought about and analyzed before it was implemented. Just because you don't like it dosen't mean it's wrong.
Would you have preferred that I describe the inventory system in DA:O as "blemished", "taxing", "obstinate"?
Clearly, something less than optimal - for categorization purposes - when more than half of the total items you are categorizing fall into a single group called "Other".
If you would prefer, I can thoroughly outline the changes that would optimize user interaction with the inventory system in DA.
#30
Posté 25 novembre 2009 - 05:06
Shinji Ex wrote...
Here we go againBioWare needs to get a handle on this issue they have with there Inventory System! for starters the specific weapon + armor types should be on there own tabs for example one handed swords & two handed swords would not be on the same page as one an other or shields for that matter along with chest plates being by themselves not with hand or feet pieces ect. also there should be a old school red & green & yellow indicator to show which weapon or armor is stronger or weaker or the same compared to what you have equipped right now
I disagree. The inventory system is already dumbed down to the extreme. There's no reason to dumb it down even further.
#31
Posté 25 novembre 2009 - 05:13
SheffSteel wrote...
Could there be a tab for crafted / consumable items like potions, bombs, traps...? Sure.
Is that a make or break issue? Well... no.
Odd, PS3 has this tab.
#32
Posté 25 novembre 2009 - 05:17
There is Tier system already for general 'ranking' for an item.
#33
Posté 25 novembre 2009 - 05:17
"If you would prefer, I can thoroughly outline the changes that would optimize user interaction with the inventory system in DA."
How about you create a Modded version and present it to the Community for scrutiny and possible addition to the games of those players who prefer your Inventory System over the current implementation?
Would save a ton of bickering about what your will obviously lack as well.
#34
Posté 25 novembre 2009 - 05:27
AlmondBrown wrote...
"If you would prefer, I can thoroughly outline the changes that would optimize user interaction with the inventory system in DA."
How about you create a Modded version and present it to the Community for scrutiny and possible addition to the games of those players who prefer your Inventory System over the current implementation?
Would save a ton of bickering about what your will obviously lack as well.
Seems like a fair compromise.
#35
Posté 25 novembre 2009 - 05:30
#36
Posté 25 novembre 2009 - 05:38
#37
Posté 25 novembre 2009 - 05:41
Silensfurtim wrote...
i think this kind of inventory was made for console considerations.
If that's the case then they failed hard as I've seen countless console RPGs with much more intuitive and organized inventory management systems.
On the contrary, I think the inventory was made for PC gamers who can quickly select the item they want with a mouse instead of having to scroll through every single item one by one.
#38
Posté 25 novembre 2009 - 05:42
jivebeaver wrote...
FFS Bioware, move consumables to its own tab, kthx
They did this on the PS3. I'm starting to wonder if the PS3 (and maybe 360) got a lot of bug fixes and enhancements prior to launch. Most of the bugs and complaints I see are specific to the PC version.
#39
Posté 25 novembre 2009 - 06:01
Sinogue360 wrote...
Sibelius1 wrote...
soteria wrote...
I just can't agree. Any time I have so many items that being able to tell what I have becomes difficult, that usually means it's past time I sold something. And I really don't think we need to have armor light up green if it's better than what you're wearing. Just comparing the armor values and special effects. It's not difficult.
You're forgetting that the bonus effect given from wearing a set isn't elaborated on, aren't you?
I may be mistaken, but from what I've noticed in my own playing the only bonus effect from wearing a full set is a decrease in fatigue. There don't seem to be any stat bonuses or ability bonuses that you would see in games like Diablo II or World of Warcraft. Which is fine by me, since this game is way less gear driven than those games are.
Not to try to get this thread off topic but just to clarify, the armor set bonus you receive is different for different types of armor. Right click on a particular piece and read the description, it will tell you what pieces are needed for the bonus and what the bonus is. Some sets require just boots, chest piece, and gloves while others like the Blood Dragon Plate require a helm as well. On some sets it's easier to see the bonus reflected on your stats than others. For instance a % miss chance for missle attacks is harder to see than an armor and defense bonus. To see the bonus in your stats just pay attention to the last piece you equip, if you equip gloves with armor 1.5 from a set that gives an armor bonus and your armor rating goes up by 3 when you equip them then you're getting a +1 or +2 bonus (depending on fractions of other pieces armor rating......)
#40
Posté 25 novembre 2009 - 06:59
Sibelius1 wrote...
soteria wrote...
I just can't agree. Any time I have so many items that being able to tell what I have becomes difficult, that usually means it's past time I sold something. And I really don't think we need to have armor light up green if it's better than what you're wearing. Just comparing the armor values and special effects. It's not difficult.
You're forgetting that the bonus effect given from wearing a set isn't elaborated on, aren't you?
No, I'm not. First, whether or not you prefer an entire set bonus to another has nothing to do with comparing individual pieces. Second, whatever the set bonus does is given in the description. Third, the problem with the bonus effect not being elaborated on should be fixed by just stating the set bonus plainly. The idea of having an item light up green if the set bonus is "better" just sounds dumb. I want to be able to tell which set bonus is more beneficial, sure, but not by some color effect. "We're not going to tell you what the set bonus is, exactly, but we'll color it red just so you know we think it's worse than what you have." Um, no.
#41
Posté 25 novembre 2009 - 07:09
People ask for the strangest features, or just plain don't think about it too much before they do.
About the only thing I think would be an improvement is separating the consumables into smaller sections, too, like
* Health/Mana potions
* Resistance elixirs
* Gifts
* Poisons
* Traps
* Gems/Vendor trash
That kind of thing.
#42
Posté 25 novembre 2009 - 07:13
#43
Posté 25 novembre 2009 - 07:15
This will be followed by complaints on the board of "OMG, I sold this other thing because it's weaker, but now I sux!"
#44
Posté 25 novembre 2009 - 07:20
Strange indeed.
#45
Posté 25 novembre 2009 - 10:24
Shinji Ex wrote...
Here we go againBioWare needs to get a handle on this issue they have with there Inventory System! for starters the specific weapon + armor types should be on there own tabs for example one handed swords & two handed swords would not be on the same page as one an other or shields for that matter along with chest plates being by themselves not with hand or feet pieces ect. also there should be a old school red & green & yellow indicator to show which weapon or armor is stronger or weaker or the same compared to what you have equipped right now
This 'red/green/yellow' system only works if the stats and bonuses are very simple. Yes, +5 to armour is better than +3 to armour. Duh. But once you start throwing in stat and skill bonuses, mana/health/stamina regeneration, extant affects... it stops being a simple comparison, and you still have to actually look at what you're trading off for what you're getting. Color coding becomes a distraction instead at that point.
#46
Posté 25 novembre 2009 - 11:07
MachDelta wrote...
Strange that all the extra features of the console inventory system (Usable item tab, Junk item tab, Sell Junk button, and the backpack expansion squares) are missing from the PC version. The only thing the PC has that the consoles don't is the ability to sort by name/type/newest. And the only real problem with the console system is that you can't operate the scroll bar with the right stick, separately from your current selection... making it impossible to tell if you have any new items off the current page.
Strange indeed.
I'm almost certain the consoles got the Usable item tab so the game can form an item set for the radial menu. Of course, thats an added feature to make up for an existing handicap, but its still stupid the game wasnt built with that in mind.
#47
Posté 25 novembre 2009 - 11:13
#48
Posté 25 novembre 2009 - 11:29
I was a bit disappointed with the inventory too. I would have preferred individual packs with weight and bulk restrictions based on str. Like anything over 50 lbs on a character with less than 30 str = 40% speed debuff
I think we got closer to what the OP wants than something deserving of a RPG.
Modifié par Ghandorian, 25 novembre 2009 - 11:34 .
#49
Posté 25 novembre 2009 - 11:34
#50
Posté 25 novembre 2009 - 11:48
The problem with it isn't that it has too few categories, or that it's a list. The problem is that it forces one approach to inventory management on everyone, and we all have different preferences.
Adding NWN-style hotbars to the game (where we could put any item we're carrying for easy access) would solve much of the problem. We almost have that, but we need more of them. Take the hotbar we currently have and give us 4 of them, plus let us put armour and weapons there.
I'm on record opposing list inventories, but we can work around most of the negative features of a list by having big customisable hotbars.





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