Sir JK wrote...
I could see this working out somewhat if the inventory was redesigned to actually emulate carrying items around.
That rather than having lists or grids you have something more akin to few very limited slots per character. So if you want potions you hang them in the belt (both inventory slots as well as quickslots) and equipping yourself is something you do prior to a mission (akin to choosing weapons in ME2 or 3). Possibly a small knapsack with extras.
In that sense opening inventory would essentially be rearranging how you've equipped yourself and I could see that being something there'd be no need to pause for (and would encourage planning).
But it also pressuposes an entirely different approach for equipment. And I don't see it working with the abstract grids or lists.
Having big customisable hotbars achieves largely the same result, though I also think a grid alone works well in this way (since the player can know exactly where the things he wants are without having to go searching for them every time).
ME2's approach is basically what I want, but without the contrived weapon stations between which you're stuck with whatever you chose previously.
LinksOcarina wrote...
This is also bad game design. It should be left in the past.
Efficient design is never bad design.
Modifié par Sylvius the Mad, 18 janvier 2013 - 06:25 .