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Inventory, loot and "exploration"... Things that are annoying as hell


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#26
Vapaa

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I think one or at most two of these options might work:

1. Increase inventory size (base limit of 100 items instead of 70, backpacks increase inventory size by 50 instead of 10).

2. Horses act as mobile stashes (possibly networked to your main stash).

3. All identical items take up only one slot, including weapons and armor.

4. Crafting supplies and quest items don't occupy slots.

5. No junk items, just copper/silver/gold.

6. Boxes found throughout the game world that are networked to your main stash.

 

I want all of them.


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#27
SolNebula

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I actually like all of the things you listed as annoying. I guess I like to manage things in my games, I don't know.

 

Quoted for truth!

 

I also like managing my inventory. I like to explore, collect, sell and shop in my game. I don't like automatic and unrealistic sell all buttons while in a dungeon. I still hate how they took inventory and loot out from the ME series just because people were whining about it. Would take an inventory system with his flaws and problems anytime over what they did with ME2 and ME3.


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#28
Vapaa

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I still hate how they took inventory and loot out from the ME series just because people were whining about it.

 

It was an insult to the concept of inventory, as was the "economic system".

 

Either do it good or don't do it at all.



#29
SolNebula

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It was an insult to the concept of inventory, as was the "economic system".

 

Either do it good or don't do it at all.

 

 While I do agree that they should do it right, I disagree with the concept "either do it good or don't do it at all". I would take anytime a feature in the game over the lack of it. A game that has RPG elements need to have inventory, loots and an economic system.


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#30
Lebanese Dude

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I disagree.

Being able to loot everything off a corpse does not imply that you should.
If your character is a kleptomaniac that strips everything off of everything then you should reasonably expect to run out of space.

This applies to all RPGs. In Diablo, don't pick up every grey item. In Skyrim, don't strip every man of his common gear. In DA, loot what you need.

Hoarding is not something Bioware should care about.
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#31
n7stormrunner

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I disagree.

Being able to loot everything off a corpse does not imply that you should.
If your character is a kleptomaniac that strips everything off of everything then you should reasonably expect to run out of space.

This applies to all RPGs. In Diablo, don't pick up every grey item. In Skyrim, don't strip every man of his common gear. In DA, loot what you need.

Hoarding is not something Bioware should care about.

 

 

but how will I know where I've been without leaving behind a trail half naked corpses.  :P


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#32
Han Yolo

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The spider could have eaten someone and you just saved the boots from being digested. Or the money. Or the mithril breastplate. Who knows?



#33
dlux

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Don't make us waste our time, traveling back to shops, or keeps just to empty our inventory, its very annoying. And drives us crazy.

Please, speak for yourself.
 
I love collecting stuff and dragging it back to a shop to sell it. I don't like picking up stuff and having it instantly turn into money or having some kind of unlimited inventory system.
 
I also like to receive inventory upgrades, like bags of holding, a beast of burden or a Dragon Age style simple inventory size increase. Making that a (almost) completely redundant mechanic is not a good idea in my opinion.

Anyway, if you have too much stuff, then stuff the low-grade stuff in a chest and leave it there until you are really strapped for cash. And don't pick up stuff that is hardly worth anything either.
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#34
dlux

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In skyrim I had hell. Whenever I traveled to a dungeon or a place, I had to turn back so many time just to sell my loot without dumping the good stuff.
 
Now loot. If you have played the Elder Scrolls Online, you should know that most enemies in the game drop 1 or 3 max gold pieces. Not a good system.

You are not supposed to pick everything up in Skyrim. Not to mention that the game's economy is broken anyway, so cash is worthless. Stuffing your bags with loot is just a worthless chore in that game.

And TESO is just a cash grab and a terrible game.
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#35
Lebanese Dude

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but how will I know where I've been without leaving behind a trail half naked corpses.  :P

 

Given that bodies will be despawning, I doubt this will be an issue :P



#36
Guest_Fandango_*

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I'd prefer a more (yes that word again) realistic approach to inventory management, though wouldn't object to the addition of a Dungeon Siege type pack mule, for those who absolutely must pick up everything they find.

apr02_cynic_ds_02s.jpg
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#37
PsychoBlonde

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Personally, I wouldn't be too unhappy if they ditched the whole conceptual "find crappy loot, sell it, gradually buy better loot" mechanic.  It's somewhat ludicrous in any case.  What about this for an option: you get cash by GETTING CASH or by special loot finds like "ye olde dragon hoarde" that you get as part of an end-dungeon reckoning.  Items can either be used or deconstructed on the spot, yielding some (stacking) crafting mats and cash that you get access to either by going to a crafting station or as the end-of-dungeon loot reckoning.

 

The general assumption would just be that you're piling up the stuff somewhere and grab it all when you finally leave the dungeon, you don't haul 14 halberds and 30 suits of armor around with you at all times.  Inventory space could be EXTREMELY limited with this system so you can have that whole "management" thing people like--you have to decide what consumables to carry, what weapons to put in alt-weapon slots, stuff like that.

 

It could become an even more interesting system if they, say, allowed alt-slots for amulets and rings (which are small, so one person could easily carry several and switch them when appropriate).  You could even have a mechanic where you can get more alt slots in various ways.  Put stuff like resists, crit, armor piercing--stuff that's useful in a situational way--on the alt-slot items and now you've got an interesting gear mechanic going--but it's also one you can more or less ignore if you don't want to be bothered.

 

The "loot this or stash it" would be a button you hit when the loot interface comes up--there could also be a "loot all" and "stash all" button for convenience.  When you leave a dungeon (or enter a town) you get a "loot reckoning" which lists all the cash you got and dumps that into your cash store, and also a list of all the items with a "trash these?" confirmation.  So even if you make a mistake or you're not sure about X or Y item, you'll have a second chance to get it back.

 

Not that I in the least expect any of this sort of thing in this game, but it's an interesting thought.


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#38
Innsmouth Dweller

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i actually like that, deciding what should i throw away (not knowing the real value of an item) as my pack becomes full. level scalling was awkward tho. why on earth crappy cave bandits have glass armour? those dim-witted thugs with 1-3GP on them? come on!

junk is... quite funny idea and very accurate, i'd love to see more item descriptions tho (rod of fire reference, that was nice).

i'd love to see "identification" spell again and cursed items.

 

Make it moderate. No boots dropped from spiders...that doesn't make sense. How does a spider have boots?

travelers wear boots. big spiders eat travelers. there you go, spiders have boots.


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#39
Guest_Fandango_*

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I'd love to see "identification" spell again and cursed items.


Aye, that would be wonderful.

#40
Solas

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man in that Dungeon Siege game three of my eight party members (I think it's eight anyway? including the PC?) were pack mules..

 

in Skyrim I always have a mod where my character can wear a hefty backpack.



#41
St. Victorious

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The key in Skyrim is not to pick up all the stuff you find.  If you were turning back too often, that meant you were picking up too much stuff.


April 30th, 2014.

I agree with Sylvius. Date marked.

#42
javeart

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I actually enjoy managing a small, limited inventory and I don't particularly like those that let you keep hundreds of items... What I find really tedious, though, is the looting itself, so, as far as I'm concerned, if they were to give us an unlimited inventory, they might as well just dump the whole system and simply give us more money after each quest, because if you can keep everything, what's the point of it all? I know that wouldn't reward much exploration, but I don't care much about that, to be honest. If I explore a map exhaustively  it's because it's nicely done and interesting, and if it's not, well, gaining a few more coins is just not worth it



#43
Iosev

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I'm not a fan of item burden (i.e., limited item capacity) when it becomes a hassle for players.  For example, many of the items in Skyrim have little value, so item burden isn't really an issue as long as you know what to pick up and what to ignore.  In contrast, most of the items in Demon's Souls were worth picking up, so the item burden in that game could occasionally cause problems (such as when you pick up an armor set).  From Software decided to remove item burden in Dark Souls, and I personally think the series is better off for it.

 

In general, limited capacity is affected by the player's access to currency, item value, crafting/product weights, and so on, and when a game encourages players to either pick up everything they see in order to make money, or load up their inventories in order to craft, item burden can become a problem.  Finding a reasonable balance differs from game to game, and I hope that Bioware is able to find it for Inquisition.



#44
myahele

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Having your companions be able to carry supplies will be nice too.
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#45
Fetunche

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The spider could have eaten someone and you just saved the boots from being digested. Or the money. Or the mithril breastplate. Who knows?


Spiders suck the liquified juices of their victims leaving behind a dried-up corpse they wouldn't have boots inside them.
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#46
modernfan

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If the mounts will also function as pack mules, I'd love to arrive at my keep after sending horsey back with all my loot & find everything presorted in 4 chests - crafting materials, armor, weapons, gifts/misc.  Bonus points if while viewing the inventory of each chest, I can select individual items to shift to a Sell category for later when I visit a merchant. That would make inventory easy to keep track of and liquidate for serial looters like myself.  I'm omitting potions in this scenario under the assumption that, since they're scarce, they're always on the Inquisitor's person.



#47
Sylvius the Mad

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No, you actually don't need lore based reasons. There is no golden wall that says it's impossible, you'd just prefer it. I certainly would prefer it too, but it's not impossible, and sometimes lore has to give to mechanics if it's going to make a better experience overall.

The best experience overall is an internally consistent one.  All aspects of the game are roleplaying.  Dialogue.  Combat.  Exploration.  Inventory management.  If the rules that govern those things are inconsistent, roleplaying is damaged.

 

There is no game design problem to which the correct response is lore/gameplay segregation.


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#48
Sylvius the Mad

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of couse with an unlimited you can still make as many runs back as you want you just don't have to, so the only thing it reduces is headaches for those that don't care... personally I had few issues with things as they stand.

But the game will be balanced differently.  If I leave loot behind because I want to model weight limits that the game doesn't actually have, but the game's design assumes that I'm picking up everything, soon things I need will be priced beyond my reach because I haven't been collecting enough wealth.



#49
General TSAR

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How about the ability to hire a servant or caravan to carry your unneeded materials back to your storage chest? 



#50
Sylvius the Mad

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man in that Dungeon Siege game three of my eight party members (I think it's eight anyway? including the PC?) were pack mules.

I love how Dungeon Siege handled that.  The pack mules let you carry more stuff, but then you needed to protect them from harm during combat.

 

You actually needed 5 pack mules out of 8 to guarantee that you never ran out of space between merchants.