You mean in DAO? Not much of an issue in DA2 since there aren't many sets.
Yep, decided not to pick up DA2.
You mean in DAO? Not much of an issue in DA2 since there aren't many sets.
Yep, decided not to pick up DA2.
As to why the bag should influence grid pages, it is an easy extrapolation of how a bigger bag translates to more inventory space. Much like how in DAO the extra bags yielded more list space, mostly because if there is a restriction on inventories, I prefer the design to have some allusion to reality, just to make it more easier to suspend my belief.
Well, for the sake of immersion, a weight + volume system would be a good idea. It never made much sense to me why a little diamond has the same volume in your inventory (= one slot), as a full plate mail or a stack of 20 potions.
An unlimited, or large amount of inventory slots would fix the volume problem pretty well. But as they say, gameplay >> reality. Gem bags, bags of holding, scroll containers, etc. are pretty cool rewards because they expand the volume of your inventory. This kind of inventory expansion is somewhat unrealistic, but inventory expansion is a great gameplay mechanic, and one that I always really loved.
Anyway, an inventory restricted by weight and volume would be an interesting mechanic to look into.
I have advocated a weight system for some time on these forums. The mechanics are not new. Many older crpgs had a weight system. Some that used a grid system also had armor take up four spaces in the grid not just one because of size and weight. The idea has been shot down by quite a few on this forum as being tedious.
If any aspect of your life isn't a math problem, then you are not doing it right.If managing your inventory is a math problem, then you are not doing it right.
OK. I'm probably doing it extremely wrong then.
I have advocated a weight system for some time on these forums. The mechanics are not new. Many older crpgs had a weight system. Some that used a grid system also had armor take up four spaces in the grid not just one because of size and weight. The idea has been shot down by quite a few on this forum as being tedious.
You mean like in Diablo. I don't really like that myself, I prefer a a grid system where every item only takes up one spot on the grid (like in the Inifinity Engine games). It can be a bit tedious to sort out your inventory in Diablo, a procedure commonly known as "inventory tetris".
It is certainly better than a list based inventory though.
You mean like in Diablo. I don't really like that myself, I prefer a a grid system where every item only takes up one spot on the grid (like in the Inifinity Engine games). It can be a bit tedious to sort out your inventory in Diablo, a procedure commonly known as "inventory tetris".
It is certainly better than a list based inventory though.
The slots, to me, don't adequately capture item size as a limiting factor. You shouldn't be able to carry as many halberds as you can pairs of gauntlets, no matter how strong you are.
Now, volume could be represented numerically (like weight), but that would mean either that the grid would usually have empty spaces in it, or that it couldn't all be displayed on screen at the same time (and thus would require either scrolling or page turning).
The slots, to me, don't adequately capture item size as a limiting factor. You shouldn't be able to carry as many halberds as you can pairs of gauntlets, no matter how strong you are.
Now, volume could be represented numerically (like weight), but that would mean either that the grid would usually have empty spaces in it, or that it couldn't all be displayed on screen at the same time (and thus would require either scrolling or page turning).
I agree, but it made for a rough approximation. The gauntlets would on ly take up one or two slots, but the halberds would take four or more. It was not a perfect system but is is workable especially combined with a weight restriction.
I was talking about BG style slots, not a grid. I think a grid does a good job of approximating volume.I agree, but it made for a rough approximation. The gauntlets would on ly take up one or two slots, but the halberds would take four or more. It was not a perfect system but is is workable especially combined with a weight restriction.
The slots, to me, don't adequately capture item size as a limiting factor. You shouldn't be able to carry as many halberds as you can pairs of gauntlets, no matter how strong you are.
Now, volume could be represented numerically (like weight), but that would mean either that the grid would usually have empty spaces in it, or that it couldn't all be displayed on screen at the same time (and thus would require either scrolling or page turning).
I agree, yet I don't really like inventory tetris, that is why I prefer a slot based inventory (like in the IE games) over a grid based one (like in Diablo). A slot based inventory limited by weight and volume would be interesting. To make it simpler one could use a mathematical equation and use the product as the required inventory space of an item.
item weight / item volume = inventory space (in kilo per cubic meter)
The product of heavy and/or bulky items would be larger than the product of light and/or compact items, meaning that they would require more inventory space. Just a thought that I wanted to throw in the room.
I agree, yet I don't really like inventory tetris, that is why I prefer a slot based inventory (like in the IE games) over a grid based one (like in Diablo). A slot based inventory limited by weight and volume would be interesting. To make it simpler one could use a mathematical equation and use the product as the required inventory space of an item.
I would have no objection to that.
Going into Dragon Age 2, the differences in Inventory systems are quite Jarring. I wasnt a fan of not being able to use potions while in the menu. So I was wondering what Kind of inventory system people would be looking for in Inquistion.
An Origins style one or Dragon Age 2 version?
Since the game is a multi-platformer i would bet it's gonna be awful... strangely even on PC.
Seems to be a golden rule for any multi-platform-rpg. Or can anybody tell me one RPG with a good inventory.system in... let's say the last 10 years?
I don't. Even origins was just okay. Not optimal but okay.
And about the potion: i also bet there will be a cooldown-timer for using them. Never made any kind of sense to me. Like: "Oh, i got 29 healing-potions in my bag, but ah-ah-ah... can't use them one after another if i need to. I gotta wait 60sec or more."
A stupid thing carried over from MMOs where it just existed so that healers wouldn't be put into a disadvantage. But this is a single-player-story-Rpg. Why has it to be like that here?
Yep, decided not to pick up DA2.
You really should give it a shot the next time they do a 75% off sale on Origin.
Seems to be a golden rule for any multi-platform-rpg. Or can anybody tell me one RPG with a good inventory.system in... let's say the last 10 years?
The only CRPG inventory system I've ever liked is ME2's.
I don't mind list inventories, I do like some kind of sorting system though so that I can chose where to put things in a category. One thing I'd like to come back with inventories/items is descriptions of the items.
The only CRPG inventory system I've ever liked is ME2's.
Where you could magically find any weapon you'd previously looted in boxes placed conveniently across any planet you visited?
That aspect of ME2 made no sense to me at all. How is it that I can swap weapons only at these stations, when these stations exist places I've never before been?
My ideal inventory system is probably a hybrid between NWN and Wizardry 8. But those were both PC exclusive games, and both were released more than 10 years ago.
I can't think of a stand-out inventory system I can advocate.
Any Console Inventory is pretty much a suckfest. Analog sticks might give you precise movement control, but they make navigating menus hell. Dark Souls 2 probably has one of the most serviceable "Mass Inventories" of any Console game I've played. Granted, it's pretty much the same thing Morrowind did on Xbox back in 2003, except with better definition, responsiveness and filtering.
PC Inventories tend to be much better, only by virtue of Mouse navigation... That said, Games like Skyrim and Oblivion still mess it up really bad, trying to solve a problem I really don't believe can be solved. Even in the case of the PS4's touchpad, which could theoretically work as a cursor director... Touchpad isn't mouse precise.
Now, if we talk about Inventory as a game mechanic (Like in a Survival or Survival Horror), it gets a bit more complicated. I'm not sure how far they want to push resource limitations and camp/keep resupply as a focal of the game. I'm not exactly against a grid-restricted (Even Inventory Tetris) inventory, but I personally think they're going to use a basic list. I'm not sure how much the UI has been iterated on since PAXPRIME (2013), probably a lot though.
Guest_EntropicAngel_*
Seems to be a golden rule for any multi-platform-rpg. Or can anybody tell me one RPG with a good inventory.system in... let's say the last 10 years?
How do you define a good inventory system? Kind of vague there.
Mass Effect's would have been great if there was an option to select more than one thing at a time, that was the real killer for that game.
I thought Deus Ex: HR's was fine (not an RPG, but close enough).
DA2's wasn't so bad. Well, it didn't handle the swarms of magical jewellery with identical names and icons well, but what would?
Though I wonder if we couldn't put the items stats on the actual list rather than requiring the player to mouse over it?
Superior Longsword 32(60) physical +38 health +108 attack
rather than
Superior Longsword ***
I guess screenspace might be an issue at lower resolutions, though even putting the basic attack/armour stat would help.
DA ]['s star system was an attempt to do something like this without cluttering up the screen. Didn't work very well, but I admire the attempt.
I can't think of a stand-out inventory system I can advocate.
Any Console Inventory is pretty much a suckfest. Analog sticks might give you precise movement control, but they make navigating menus hell. Dark Souls 2 probably has one of the most serviceable "Mass Inventories" of any Console game I've played. Granted, it's pretty much the same thing Morrowind did on Xbox back in 2003, except with better definition, responsiveness and filtering.
PC Inventories tend to be much better, only by virtue of Mouse navigation... That said, Games like Skyrim and Oblivion still mess it up really bad, trying to solve a problem I really don't believe can be solved. Even in the case of the PS4's touchpad, which could theoretically work as a cursor director... Touchpad isn't mouse precise.
Now, if we talk about Inventory as a game mechanic (Like in a Survival or Survival Horror), it gets a bit more complicated. I'm not sure how far they want to push resource limitations and camp/keep resupply as a focal of the game. I'm not exactly against a grid-restricted (Even Inventory Tetris) inventory, but I personally think they're going to use a basic list. I'm not sure how much the UI has been iterated on since PAXPRIME (2013), probably a lot though.
The D-pad can be better than a mouse, in my experience. You have discrete button presses rather than the analog movement of a mouse or stick.
Where you could magically find any weapon you'd previously looted in boxes placed conveniently across any planet you visited?
That aspect of ME2 made no sense to me at all. How is it that I can swap weapons only at these stations, when these stations exist places I've never before been?
They give you one of those stations whenever the current mission has introduced a new weapon to your arsenal, so players can use the new toy right away. Not ideal by any means, but I suppose making the player wait until the next mission just won't do.
The problem was that you could use those stations to switch to any weapon, not just weapons you just found. If there's a unique weapon I found on some other planet, and I didn't bring it with me on this mission, how is it I can equip it at this weapon station?
The only CRPG inventory system I've ever liked is ME2's.
So.. and now tell me what kind of inventory was there? None. Choosing the weapons at the begin of a mission is not an inventory.
So.. and now tell me what kind of inventory was there? None. Choosing the weapons at the begin of a mission is not an inventory.
The problem was that you could use those stations to switch to any weapon, not just weapons you just found. If there's a unique weapon I found on some other planet, and I didn't bring it with me on this mission, how is it I can equip it at this weapon station?
How do you define a good inventory system? Kind of vague there.
Mass Effect's would have been great if there was an option to select more than one thing at a time, that was the real killer for that game.
Well an inventory is anything where you have to manage a certain amount of items. What makes it good? Well it's easy to handle and gives you a good overview of the content of your inventory.
Examples for bad inventories:
Oblivion, Skyrim - it's clear, that this was made for consoles, so no drag ans drop - as i always liked pretty much. instead you get a list of itemswith a name and a small symbol but mostly unsorted. Skyrim was a bit better than oblivion but still i had to scroll up and down to search for this and that - especially potions were always a mess.
Dragon age 2: A bit like skyrim but since the variety of items were not anywhere close to the TES-Series the overview was a bit better. still you hat to scroll and switch between card files... and this star-system of items never made any real sense to me. Why got a +2% one star but a +3% four stars? Deceptive as hell.
Mass Effect 1: Oh geez... one of he worst scroll-menus. Items everywhere with no kind of ability to sort them and comparing stats was - in my opinion - inconvenient.
Dragon age Origins was not as bad though. It was okay... still a scroll-menu but at least sorted and with it's limit of 125 easy to keep overview... but the fact that dlc-items where always down and never in their true category was a bit stupid... and the limit was - to me - a bit strict. One third of the whole inventory took all my healing-stuff, traps and poisons.
i think i explained enough.
That's why I posted the part of that paragraph you didn't quote. Subset of the menu, etc.
But where are the weapons? Why can't I switch at different times?
That's my complaint. There's no possible in-universe justification for such a mechanic.