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DA3 Inventory System


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#26
Zanallen

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sjpelkessjpeler wrote...

Completely different game but that same principle is done in Dragon Quest VIII and it really adds to the gaming experience. You have limited slots in each characters inventory and you have to plan what they will carry.


Most of the Suikodens do this as well. Each character has their armor slots and then 3-5 (Depending on game) empty slots that you can fill with items or accessories. Suikoden also has a magic system similar to Vancian casting.

#27
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Zanallen wrote...

sjpelkessjpeler wrote...

Completely different game but that same principle is done in Dragon Quest VIII and it really adds to the gaming experience. You have limited slots in each characters inventory and you have to plan what they will carry.


Most of the Suikodens do this as well. Each character has their armor slots and then 3-5 (Depending on game) empty slots that you can fill with items or accessories. Suikoden also has a magic system similar to Vancian casting.


Have not played Suikoden so cannot comment on it....DQVIII had more slots then that and they could be filled with whatever you wanted; items, armor or potions for each companion. The whole concept only matters when you are in a battle; outside of it you have access to all your items.

But also this is a turn based game...This needs a different fighting strategy then the one used in DA which is in real time..In terms of having a greater challenge in encounters the concept of DQVIII is great imho. In longer dungeons like the deep roads quest in DA2 you have several enemy encounters and a shop in critical points to fill up your inventory when items are used up or at a low level. For me it adds to the strategy and gaming experience if planning is involved.
 

#28
Sir JK

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Personally, I don't really find the inventory systems of either DAO or DA2 particularly interesting. The entire functioning of it is to me a mere afterthought. The only real thing it does is add a level of micromanagement in terms of keeping your gear up to date and refilling one's stocks of potions. Other than that it has no bearing on the game at all. Im all honesty, I might even go so far as to suggest it's pointless. Not even the money is particularly important. The only thing it's there for is restocking potion stores, aqcuring the odd item and the occasional bribe. Other than that it does not matter if you got ten thousand or one gold coin.

This will probably shock a number of people, but as it looks right now I think that looting could be thrown out the window alltogether. What point does rummaging through random barrels for scraps really add anyways?

I think that to make it more interesting the inventory needs to be either tied to a survival mechanic. That you truly do benefit from looking for stuff and managing space. Limited by weight and/or slots (or even better.... volume. So you really only can carry one weapon in the inventory... per character). This is sort of what the BG series had, you didn't really replace weapons and armour often (unless they broke) and potions was truly valuable. Other forms of survival mechanics could also work in my mind.

Or alternatively, one ties the inventory system to the narrative. That if you do go to a meeting to which you agreed to bring no weapons or armour and do have such things in the inventory, they'll call you a liar, whatever deal you sought to make is off and you'll gain a reputation of being unreliable. Gold could either matter based on how much you have or be dropped entirely in favour of wealth levels. Abstract notions that determine how much respect the people around you have for your social situation.

Both methods, I think, could go a long way to make the inventory system a lot more interesting.

#29
A Crusty Knight Of Colour

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Not shocking at all, Sir JK and some nice suggestions too.

#30
AkiKishi

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Sir JK wrote...

Personally, I don't really find the inventory systems of either DAO or DA2 particularly interesting. The entire functioning of it is to me a mere afterthought. The only real thing it does is add a level of micromanagement in terms of keeping your gear up to date and refilling one's stocks of potions. Other than that it has no bearing on the game at all. Im all honesty, I might even go so far as to suggest it's pointless. Not even the money is particularly important. The only thing it's there for is restocking potion stores, aqcuring the odd item and the occasional bribe. Other than that it does not matter if you got ten thousand or one gold coin.

This will probably shock a number of people, but as it looks right now I think that looting could be thrown out the window alltogether. What point does rummaging through random barrels for scraps really add anyways?

I think that to make it more interesting the inventory needs to be either tied to a survival mechanic. That you truly do benefit from looking for stuff and managing space. Limited by weight and/or slots (or even better.... volume. So you really only can carry one weapon in the inventory... per character). This is sort of what the BG series had, you didn't really replace weapons and armour often (unless they broke) and potions was truly valuable. Other forms of survival mechanics could also work in my mind.

Or alternatively, one ties the inventory system to the narrative. That if you do go to a meeting to which you agreed to bring no weapons or armour and do have such things in the inventory, they'll call you a liar, whatever deal you sought to make is off and you'll gain a reputation of being unreliable. Gold could either matter based on how much you have or be dropped entirely in favour of wealth levels. Abstract notions that determine how much respect the people around you have for your social situation.

Both methods, I think, could go a long way to make the inventory system a lot more interesting.


I'd go for either something like White Knight Chronicles where everything gets sent to a store you can access at any save point. Or Fallout NV's hardcore mode where inventory management becomes quite a critical part of the process.

It really depends how much stuff they want to include

#31
Dragoonlordz

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I am a dungeon crawler fan. I like loot and I will not apologise for that because I simply enjoy it. I like finding things, like opening christmas present feeling or looking inside kinder eggs, finding that loose change down back of sofa or rummaging through wardrobe for something to wear for day. I like these things. I like that feeling in games and as such I want a looting system in the game.

Now this does not mean smashing barrels per se but there has to be loot in the game for me, it has to be able to be found and it has to be able to be used. All items have to serve a purpose whether through equipment or through funny or interesting descriptions. I would like an inventory system to cover such loot, now this does not have to be tied to the character itself meaing carry around with him or her though it would require some method of storage on the person or portal to some place even if realistic weight restrictions based on what can carry logically is in place.

Modifié par Dragoonlordz, 08 juillet 2012 - 10:09 .


#32
Shevy

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- Item pictures
- Item descriptions
- Avoid thousands of generic rings etc.
- A more fantasy-themed, medievil design
- Be able to equip a secondary weapon or even better give us the option to save different equip sets.

The problem with scrapping junk items and weak to mediocre loot that I see, is that you wouldn't have much loot at all and the loot would feel like forced upgrades.

Here I would bring the crafting system in. Give us the option to disperse equipment in its parts and then give us recipes in blacksmithing, leatherworking and tailoring to build equip with that parts. So you can make some of the "junk" items useful because you need them for crafting things.

#33
Jerrybnsn

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Fable III did away with the menu system completely. You still had inventory in gold you aquired but this went straight to a vault that you had in a "walk-in closet" that you could transport to. Weapons and upgrades automatically went here as well that you could access in the armoury of your "walk-in closet". You would have to select only one melee, ranged, and magical guantlets to take with you on your quest and that was what you were stuck with until you transported back to the closet. Potions would be automatically with you and increase in number as you find more, but they were never held against you for how much you could carry. It was a bit slower than a regular pop up menu, but it sort of held a more immersive experience by allowing you to manage your simplistic inventory system in real game time.

#34
Dragoonlordz

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Jerrybnsn wrote...

Fable III did away with the menu system completely. You still had inventory in gold you aquired but this went straight to a vault that you had in a "walk-in closet" that you could transport to. Weapons and upgrades automatically went here as well that you could access in the armoury of your "walk-in closet". You would have to select only one melee, ranged, and magical guantlets to take with you on your quest and that was what you were stuck with until you transported back to the closet. Potions would be automatically with you and increase in number as you find more, but they were never held against you for how much you could carry. It was a bit slower than a regular pop up menu, but it sort of held a more immersive experience by allowing you to manage your simplistic inventory system in real game time.


I never played Fable 3. I got told by many was not a great game however I may pick it up soon. One question about that system as someone who has not seen it, could the vault hold more than just equipment? The reason I ask is because I see value in keeping non equipement related loot or items. Collecting things that are interesting, funny or lore/history based. A prime example is books in Skyrim, they serve no purpose other than to read but they are enjoyable to collect. The same principle I apply to non gear based loot in DA I would like to see and find. Things that are interesting, all items having a purpose even if that purpose is merely entertainment of reading the descriptions. So if had a vualt based system I would like it to store more than just gear.

Modifié par Dragoonlordz, 08 juillet 2012 - 11:02 .


#35
Kidd

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To be honest, I'd like if they simply took the inventory system from ME2/3. Have every armour piece be a unique piece on its own with its own strengths. Upgrading what is essentially a Chainmail +1 into a Chainmail +2 (DAO/DA2/ME1 style) doesn't feel very interesting to me. But choosing between the chest piece which gives me +5% health and +5% armour, and the one that gives me +10% critical chance and +5 to my cunning stat (ME2/ME3 style) is a choice I'll be thinking about for a while.

This means you don't need to make some 20 items with every bonus type, which allows for more given identity to every armour piece or weapon.

It also goes full circle with the whole "iconic looks" thing. Many people seem to consider their Shepards to be diverse, yet they don't feel the same way about Hawke. One thing that I believe ties into that is how Shepard is given a visual identity by how you equip them. You will only check the inventory screen a few times a playthrough, with only a few equipment changes throughout. I can immediately recognise which of my Shepards is which by simply looking at their chest pieces and what colours they're wearing - this leads to an "iconic look" created by me, the player herself.

Since Hawke upgrades their equipment so often, that effect never comes to play for Hawke.

The obvious downside is less loot. Whether loot or what to me is more interesting equipment choices and visual identity is more important will be up to every person to decide. Personally I've never cared much for looting, so my preference is of course obvious.

#36
Jerrybnsn

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Dragoonlordz wrote...

Jerrybnsn wrote...

Fable III did away with the menu system completely. You still had inventory in gold you aquired but this went straight to a vault that you had in a "walk-in closet" that you could transport to..


I never played Fable 3. I got told by many was not a great game however I may pick it up soon.

 
Fable III was a good game.  Not a great game, but a good game. Its art style and humor is very unique.  As far as the humor goes, think Monty Python.  It has a set protagonist that you can choose either gender, with a VO, but the dialogue the protagonist uses in very limited. Mostly just a lot of repetative sayings during combat or simple interaction with npcs.

One question about that system as someone who has not seen it, could the vault hold more than just equipment? The reason I ask is because I see value in keeping non equipement related loot or items. Collecting things that are interesting, funny or lore/history based. A prime example is books in Skyrim, they serve no purpose other than to read but they are enjoyable to collect. The same principle I apply to non gear based loot in DA I would like to see and find. Things that are interesting, all items having a purpose even if that purpose is merely entertainment of reading the descriptions. So if had a vualt based system I would like it to store more than just gear.


The Vault, besides holding your treasure and weapons, also hold your uniforms in a dressing room.  Since the "III" installment has a progressed time period from Fable I, it is no longer medieval armor or uniforms, but a Napoleonic time period.  The Fable II style was colonial with tri-corner hats and such.  In the dressing room, you can mix and match different costume styles and save up to any four complete outfits two switch in and out of.  Such as your throne room waredrobe for when you are presiding over court or walking arount the town, to your adventure uniform complete with mask for going incognito.  You get to play around with this for customization.  Dye can be added through unlocking progression and spending Guild pts and these are added to the dressing room.

Books are collected, but they don't go into your dressing room but are automatically assigned to you as a quest to return them to a great library that had lost all of them.  There's a lot of them to return, but frankly this is just a scavenger hunt aspect of a game that I don't really get into.  The books do contain very humorous writings in them, but I never made them a priority in the game, so if I found one, great, if I didn't, I could care less.  Collecting the evil garden gnomes that throw insults at people were the only quest aspect I found hilarious and followed through with.

The other room in your walk-in closet was the trophy room, which held all your accomplishments in the game and you could see what empty plaques were left for further accomplishments.  I don't really care about these so I never really went into to this room.

Modifié par Jerrybnsn, 08 juillet 2012 - 11:37 .


#37
Massakkolia

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Sir JK wrote...

Personally, I don't really find the inventory systems of either DAO or DA2 particularly interesting. The entire functioning of it is to me a mere afterthought. The only real thing it does is add a level of micromanagement in terms of keeping your gear up to date and refilling one's stocks of potions. Other than that it has no bearing on the game at all. Im all honesty, I might even go so far as to suggest it's pointless. Not even the money is particularly important. The only thing it's there for is restocking potion stores, aqcuring the odd item and the occasional bribe. Other than that it does not matter if you got ten thousand or one gold coin.

This will probably shock a number of people, but as it looks right now I think that looting could be thrown out the window alltogether. What point does rummaging through random barrels for scraps really add anyways?

I think that to make it more interesting the inventory needs to be either tied to a survival mechanic. That you truly do benefit from looking for stuff and managing space. Limited by weight and/or slots (or even better.... volume. So you really only can carry one weapon in the inventory... per character). This is sort of what the BG series had, you didn't really replace weapons and armour often (unless they broke) and potions was truly valuable. Other forms of survival mechanics could also work in my mind.

Or alternatively, one ties the inventory system to the narrative. That if you do go to a meeting to which you agreed to bring no weapons or armour and do have such things in the inventory, they'll call you a liar, whatever deal you sought to make is off and you'll gain a reputation of being unreliable. Gold could either matter based on how much you have or be dropped entirely in favour of wealth levels. Abstract notions that determine how much respect the people around you have for your social situation.

Both methods, I think, could go a long way to make the inventory system a lot more interesting.


Really great suggestions. Both DA:O and DA2 have inventory systems that are simply glued on top of the rest of the game without any planning whatsoever. At least in DA:O we had pictures and descriptions but the actual function of looting and inventory wasn't designed, it was an afterthought, as you said.

I'm especially for the narrative use of inventory system. That would pretty much mean that carrying a whole junkyard with you woud no longer be an option. The inventory should be easily manageable and items should be meaningful.

That could even mean adding a sort of a social status to some clothing, which could be used to access some areas or to boost persuasion skills. Wearing noble clothing in a slum could be risky and wearing heavy armour for a heist plain stupid. This is kind of ambitious but it could work if the inventory would be limited to a reasonable size. I'd much rather have a meaningful, carefully designed inventory than a huge one.

Modifié par Ria, 08 juillet 2012 - 12:10 .