DAO Inventory System = Headaches
#51
Posté 26 novembre 2009 - 12:17
#52
Posté 26 novembre 2009 - 12:30
You make no sense.Shinji Ex wrote...
erock75 said: "Bioware made the game they wanted to make" That statement is arguably false! Developers don't make games for themselves they make them for us the consumers who play it. it is we who shape an what a game becomes through suggestions!
Either "Bioware made the game they wanted to make", or "Bioware did not make the game they wanted to make" is true.
So you're saying they didn't make what they wanted to make?
#53
Posté 26 novembre 2009 - 01:01
Sorry, OP, I just felt I had to post this somewhere and your post gave me some ground to start...
#54
Posté 26 novembre 2009 - 01:09
#55
Posté 26 novembre 2009 - 01:32
#56
Posté 26 novembre 2009 - 02:01
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?
Isn't part of RPGing that you don't really know all the abilities of things you have and you learn them as you go? Of course if you are a min/max player i can see your point.
#57
Posté 26 novembre 2009 - 07:16
I would argue that without the rules being available to us it ceases to be a game at all.Sylixe wrote...
Isn't part of RPGing that you don't really know all the abilities of things you have and you learn them as you go? Of course if you are a min/max player i can see your point.
#58
Posté 26 novembre 2009 - 09:52
Sylvius the Mad wrote...
DAO's inventory system is easily the worst inventory system BioWare has ever put in a PC game.
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.
Ehm. Doesn't every inventory system do that--force one aproach to inventory management on everyone? In NWN and BG you're forced to use the inventory tetris approach. It sounds like the problem isn't that it forces a single approach, but that you just don't like lists. I don't like grids. Does anyone care?
In either system you also have the option to not manage your inventory at all... and don't even bring up weight limits; 500 lbs isn't much of a restriction.
#59
Posté 26 novembre 2009 - 06:18
NWN did have the tetris, but the hotbars meant you didn't have to deal with it. You could drag almost any item to any of the four hotbars and have easy and immediate access to any item without having to lok through the inventory at all. And, if you were willing to deal with the tetris (and I don't see why you wouldn't, as it's just another type of inventory management) you could achieve the same result in the main inventory itself without even needing the hotbars.
No one benefits from the DAO system. The only people for whom it isn't detrimental are those who don't want to spend any time at all managing their inventory, but even those people could still not do that in BG and NWN (save the character-specific aspect, but I'm not complaining about that part). If BG had had a shared party inventory using the same basic design as it used for the character specific inventory, then it would be exactly the system I would prefer for DAO.
The problem isn't the shared inventory. The problem is the list. A list inventory can't be manually arranged. It can't display enough items on screen at once. It can't be accessed quickly without having to look through it each time. That's the problem.
#60
Posté 26 novembre 2009 - 06:37
I've watched many Let's Plays of DAO on YouTube, and it always confounds me how most people tend to double-click on items to transfer them between containers, shops, and their party inventory. "Why?" I ask. It's silly. Just grab the item and drop it where you want it!
Also, I doubt we'll ever see spatial inventories (grids, tetris, etc.) in any future games, BioWare or otherwise. So I'm determined to find solace where I can.
#61
Posté 26 novembre 2009 - 07:17
BG did it. NWN did it. DAO is a massive step backwards in inventory management.
And again, to be clear, I'm not saying we should have a grid, or weight limits, or divided inventories by character. I just want a better UI.
#62
Posté 26 novembre 2009 - 11:09
Sylvius the Mad wrote...
No you're not. BG doesn't have tetris at all because there's no grid. It's just a small slot system where you have a limited number of items (just like DAO in that respect). But in BG you could choose exactly where each item appeared in the UI so you could find it faster.
NWN did have the tetris, but the hotbars meant you didn't have to deal with it. You could drag almost any item to any of the four hotbars and have easy and immediate access to any item without having to lok through the inventory at all. And, if you were willing to deal with the tetris (and I don't see why you wouldn't, as it's just another type of inventory management) you could achieve the same result in the main inventory itself without even needing the hotbars.
No one benefits from the DAO system. The only people for whom it isn't detrimental are those who don't want to spend any time at all managing their inventory, but even those people could still not do that in BG and NWN (save the character-specific aspect, but I'm not complaining about that part). If BG had had a shared party inventory using the same basic design as it used for the character specific inventory, then it would be exactly the system I would prefer for DAO.
The problem isn't the shared inventory. The problem is the list. A list inventory can't be manually arranged. It can't display enough items on screen at once. It can't be accessed quickly without having to look through it each time. That's the problem.
Actually, a list could be manually arranged, but they didn't include that option. I still don't know what the problem is, though. Any usable item *can* be dragged to the quickbar, and you have the weapon swap option already. Is it armor you're trying to switch?
Saying "no one benefits from the DAO system" isn't really something you can claim. I like it, even though it has a few flaws (mainly the frustratingly vague "Items Received" notice). And sure, I would have appreciated a few more options for controlling how everything was sorted, but saying "no one benefits" is just ridiculous. I thought the BG system was clunky and annoying, and would not want to go back to it for no greater benefit than being able to put thing where I wanted them.
#63
Posté 26 novembre 2009 - 11:11
#64
Posté 26 novembre 2009 - 11:17
Armour would be nice, as would more than two weapon sets, or just the ability to unequip something without replacing it with something else.soteria wrote...
Actually, a list could be manually arranged, but they didn't include that option. I still don't know what the problem is, though. Any usable item *can* be dragged to the quickbar, and you have the weapon swap option already. Is it armor you're trying to switch?
Any usable item can be dragged to the quickbar, but they can't ALL be dragged to the quickbar because the quickbar isn't big enough. I'd like every single thing I'm carrying to be immediately available to me all the time. Again, both BG and NWN gave me this. DAO does not.
I'm curious to know what you think the benefits are. All the complaints I've heard about BG or NWN relate to the limited space per character, the weight limits, or the tetris grid. Since I'm not trying to implement any of those, there's no benefit DAO provides over what I'm proposing.Saying "no one benefits from the DAO system" isn't really something you can claim. I like it, even though it has a few flaws (mainly the frustratingly vague "Items Received" notice). And sure, I would have appreciated a few more options for controlling how everything was sorted, but saying "no one benefits" is just ridiculous. I thought the BG system was clunky and annoying, and would not want to go back to it for no greater benefit than being able to put thing where I wanted them.
#65
Posté 26 novembre 2009 - 11:29
#66
Posté 27 novembre 2009 - 01:07
How is that a part of "RPGing"?Sylixe 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?
Isn't part of RPGing that you don't really know all the abilities of things you have and you learn them as you go? Of course if you are a min/max player i can see your point.
If you're going with "actual" RPGs, then you have all the numbers in the sourcebooks.
If you're going with computer/console RPGs, then anything from Fallout to Diablo to Mass Effect has all the numbers available.
RPGs have always been about showing the numbers - where do you think the term min/max comes from? It comes from RPGs because they're the only game/mechanic system where all the numbers are available and used. You can't min/max Street Fighter, or Left4Dead 2.
#67
Posté 27 novembre 2009 - 02:02
I've spent more time moving **** around in my BG inventory than I ever did killing stuff. It doesn't help that I'm massively OCD and BG2 included containers (and then MORE with TOB)...
GG on the inventory Bio. My only gripe is that I have to click on every corpse to loot (instead of the Gold Box-style post-battle loot screen). However, the Auto-loot mod works brilliantly and meets every one of my looting desires - including a toggle for Orzammar and the High Dragon.
My only "suggestion" for the inventory screen would to replace "Sort By Newest" with "Sort By New" where it displayed your inventory as "Sort By Type", but had the New items on top (and moving them down the list after I mouse over them).
But, with the Auto-loot mod, I totally feel heroic. Plus, I'm now in the habit of not equipping everything I find mid-dungeon - which expands the realism for me because a suit of armor needs some TLC in camp before it would fit me anyways.
#68
Posté 27 novembre 2009 - 02:14
#69
Posté 27 novembre 2009 - 02:18
Seriously, this mod is brilliant. If I was a dog, I'd totally hump the modmaker's leg.
#70
Posté 27 novembre 2009 - 05:41
No, you're still missing the point.soteria wrote...
I think the benefits are I can parse text more quickly and efficiently than I can images. Also, text is more precise--it saves me having to mouse over two bows to figure out which is the vorpal bow of quasit slaying and which is the worthless vendor bow of +1.
You shouldn't have to parse the text or the images at all. If it was done my way, you'd know without even looking at them which was the vorpal bow because you put it there.
That's what I want. I shouldn't have to browse the inventory (text or images) in order to find anything. BG let me do that. NWN let me do that. DAO does not.
#71
Posté 28 novembre 2009 - 05:47
#72
Posté 28 novembre 2009 - 06:12
I would like a Set Items Tab though. It is a good request and perhaps a mod can address that?
#73
Posté 28 novembre 2009 - 06:17
We in the trenchs like to call it, "Adapt and Overcome"!
Gunny
#74
Posté 28 novembre 2009 - 06:56





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