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Bring back detailed weights of items.


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#1
UniformGreyColor

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While it definitely makes it easier to manage having everything weigh the same, it kinda takes away immersion to know that a heavy piece of armor weighs the same as say, a ring. I want the detailed weight system back we have in other games please.


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#2
Yggdrasil

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I think they did a lot of balancing with resources vs. adding to the gameplay.  I really missed copper and silver coinage in DA:I.  One of the (little) things that really impressed me about DA:O was how it was the only fantasy game I ever played that didn't have an inflated economy.  Most item costs were low, and you weren't expected to have 1000's of gold pieces.  You had to really save & hustle or use an exploit to get into the triple digits in gold.

 

Although I see your point, I personally prefer the simplified inventory in Dragon Age, but then I don't really care for encumbrance mechanics at all.  It just basically becomes a pain in the ass.  I understand it's more realistic to not allow characters to have infinite storage capacity, but if you really look it at it, inventory in just about any RPG requires the willful suspension of disbelief.  Even with the most restrictive system, there's no way a real person could haul away all of the items you allowed to store on your character.  Just one extra bow or two-handed weapon would be too much to carry and still fight/explore.


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#3
Sylvius the Mad

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While my preference is individual inventories that account for both weight and volume (perhaps using a manually sortable grid inventory like NWN for ease of use), there are other options available.

Wizardry 8 shows how to mix encumbrance with a shared party inventory.

Dungeon Siege didn't model weight, but restricted volume pretty severely, but then mitigated that by including pack animals, but then mitigated that by making those pack animals suffer combat damage and occasionally die.
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#4
Pokemario

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Um, I don't remember the detailed weight system ever being there in DAO and/or DA2.
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#5
Yggdrasil

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I don't either, actually, but I think he might be generally referring to other RPG's or maybe BioWare games like NWN as Sylvius mentioned.



#6
Realmzmaster

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DAO and DA2 never had a weight system. The older Bioware games (BG1, BG2 and NWN) had a weight system because they were based on  the D & D ruleset. Bioware decided to create DA with a different ruleset which does not include a weight system.

 

Many posters on this forum saw the weight system as requiring too much micromanagement especially if that system includes encumbrance.

 

There are a great many functions that the old games had that many posters on this forum say are tedious and smack of too much resource management.

 

I would love to see a return of those functions, but I do not see that happening in the DA games. Independent games are far more likely to include those functions like Pillars of Eternity. Independents are able to survive better in niche markets.


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#7
Eelectrica

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I liked the PoE system where we had a magic bag where we could put everything ever in there. On expert we couldn't dive in any old time and had to still somewhat careful as to what we carried.


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#8
Realmzmaster

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I liked the PoE system where we had a magic bag where we could put everything ever in there. On expert we couldn't dive in any old time and had to still somewhat careful as to what we carried.

 

That is from the old D & D system. It was called a magic bag of holding. It was suppose to be a rarity, but ended up being more common than it should have been.

D & D system also had gem and jewelry bags so those items would not take up space. It was simply a way to skirt the weight system which is one reason for the system in DA games.



#9
UniformGreyColor

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Even games like FO4 and TW3 have a detailed weight system. Its one of the things I really actually liked to micromanage in Skyrim. I'd go as far as saying we should have very limited space for what we can carry as individual characters, and a fatigue system on top of that (I really liked the fatigue system in Origins). I'd even say that the amount we can carry and the fatigue we have should be tied to our size and how strong the character is. That would mean we would be able to create our body build set. Big heavy guys wouldn't be as limber, but they could hit like a truck and carry a good percentage more than a skinny mage (I wouldn't mind seeing a fat out of shape mage who had the most grand of knowledge from spending so much of their time sitting and reading as well, but there is only so much I can hope for). Also I did like that we couldn't carry hundreds of potions in DA:I like we could in DA:O. That was a nicety that I would like to see again.

 

So what do I suggest?

I suggest mages can carry a spellbook or scroll that is attached to them by belt or something, and they can carry 3-4 potions and a staff. They can go 3 days without eating, but after that their productivity drastically slows down. Mges wear cloth, so there is no encumbrance if they stick to that. given that mages are usually not on the front lines of a battle, they can drink potions during a battle, but it takes time to get the potion ready to drink. Mages can do massive damage or great supporting magic with the use of their spellbook or scrolls given time to read the incantation.

For rogues, they can carry a dagger, an optional short sword (that would cause them to sacrifice carrying something else) a bow, and a quiver of arrows that has a 50% chance of being able to use the same arrow again. They have to stop sometimes to make arrows. They can carry 5-6 potions and go 4 days without eating before their productivity starts to deteriorate. rogues wear mostly leather, but can sometimes use metal armor if it is light enough with a significant penalty to other things they can carry. Rogues can only drink a potion if they are using a bow at range and like the mage, it takes time to get it off the belt and be able to drink it.

Warriors can carry a long sword and shield and a two handed weapon and can wear metal armor that is to varying degrees of weight. Warriors are the most diverse when it comes to weight management. you can build them to be a really heavy tank, or you can use them to be a quicker type of attacker who doesn't carry much, but is still very nimble on the field of battle. If they are to use a maul (which does massive damage if they can land a solid hit), then they can only carry that and cannot carry a long sword and shield. They can only go 2-2 1/2 days before they need to eat something, otherwise they suffer massive loss in productivity. They can carry any where from 3-7 potions depending on how you build them. The cannot drink potions in battle, but are tougher and can take more damage before they start to lose effectiveness on the battlefield.

All classes can wear a type of backpack or pouch to hold food and anything else they might need to bring with them like keys or devices of some sort.

 

That's my idea for a weight system.



#10
thats1evildude

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OH CHRIST NO

No inventory juggling, please.
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#11
UniformGreyColor

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OH CHRIST NO

No inventory juggling, please.

 

What I'm looking for here is realism. I never understood why a party of people could carry hundreds, maybe thousands of pounds and it have no effect on combat.

 

I was thinking that for this system to work, less is more. People were complaining about getting an upgrade schematic and getting all the mats needed and then 2 hours latter, getting a new schematic where you have to find more mats yet again... While I greatly desire the ability to customize my equipment to my hearts content, I feel this can still be done without having to feel like my party is carrying 3 sets of armor each, 10 rings and 30 weapons. The way I see it is if less is more then we wouldn't need to upgrade armor every 3 hours. I mean, yeah, there will be the occasions where you go on a quest to find some really epic gear and those are usually fun as hell for me, but these hunts for equipment require knowledge of said equipment and that would mean we have spent time in the game discovering those secrets. I would, however make an addition to this system and that is that if you do happen to find a great piece of armor that you feel you want to upgrade, you should be able to fast travel back to home base with that armor, make the switch of armor for characters and go back to where you were. And also, there should be a menu where you can view all the armor and weapons in the vicinity and easily swap between any armor that is there and the armor you have on. It would be like a equipment utility menu or something. Basically you just press a button and all the armor that is on the field pops up and you can easily swap your armor out between characters and everything.



#12
correctamundo

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Reintroducing bagTetris, probably the most fun minigame evah! ;)  KISS!



#13
Scofield

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no no an no thank you again but no


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#14
Thandal N'Lyman

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Burn this idea.  Burn it now, before it spreads.  Burn it and scatter its ashes so it never rises again!


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#15
Sylvius the Mad

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There are a get many functions that the old games had that many posters on this forum say are tedious and smack of too much resource management.

Combat is resource management. Resource management is fun!

#16
UniformGreyColor

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Combat is resource management. Resource management is fun!

 

I agree. I don't get why people who manage all this online stuff can't get on bored with resource management in a game.. surely it takes some time management to choose what to reply to and what not to on a forum or whatever other ways there are to talk to people online. Its part of daily life, why don't people accept it only makes sense to incorporate that as a byproduct in a video game.



#17
berelinde

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Back in ye olden days, there was a game that never made it out of development that based item weight on its damage output. Want to use a heavy crossbow? It will do massive damage, but your character won't be able to carry anything else. It was an interesting system. I'm not saying that Dragon Age should adopt a system like that. But it was a different way of looking at things.



#18
Abyss108

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No. It doesn't make anything realistic because you still need to be able to carry around a stupid amount of stuff to sell which has nothing to do with how much something weighs.

 

It doesn't add any strategy either, it just means every time I loot a corpse I have to walk all the way back to the nearest shop to sell everything and then walk all the way back to where I was. It's pointless busywork.


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#19
berelinde

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No. It doesn't make anything realistic because you still need to be able to carry around a stupid amount of stuff to sell which has nothing to do with how much something weighs.

 

It doesn't add any strategy either, it just means every time I loot a corpse I have to walk all the way back to the nearest shop to sell everything and then walk all the way back to where I was. It's pointless busywork.

Ultimately, it doesn't matter whether you're using inventory weight, item count, or spacial arrangement as a limiting factor, the entire point is to force the player to engage in loot triage. It determines how long an adventure can be before the inevitable return to base and it controls how much wealth a character can earn.



#20
UniformGreyColor

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No. It doesn't make anything realistic because you still need to be able to carry around a stupid amount of stuff to sell which has nothing to do with how much something weighs.

 

It doesn't add any strategy either, it just means every time I loot a corpse I have to walk all the way back to the nearest shop to sell everything and then walk all the way back to where I was. It's pointless busywork.

 

You are thinking about this wrong. What if there was a way to make a game where you did not have to loot everything under the sun? What if you just kept what you could use? I get that you have to generate revenue some way, but that is another thing that would have many solutions other than having to pick up everything that you find and selling it for a low price. What if you found low weight items that you didn't find very often, but could sell at a high price ie gems, diamonds, rare stone, jewelery and other things you found on corpses. You could even find paper money and bills [shock] and find more coins that could very well substitute for collecting all the armor you won't ever use.



#21
Catilina

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While it definitely makes it easier to manage having everything weigh the same, it kinda takes away immersion to know that a heavy piece of armor weighs the same as say, a ring. I want the detailed weight system back we have in other games please.

 

I'm not so much worried about the game's realism in terms of carried  weight. I like the idea of bottomless bag, because i think, not a role-playing's non plus ultra,  when u need to run in every half hour to back to sell ...

 

Look at: in the real life, you weared an armour, what you just pulled out of a beast's stomach? I dont think so... :) But maybe i'm a bit squeamish in this matter. In any case first may I removed from it my predecessor's remains. So, reality in the role-playing game.

 

I prefer the good written story, good characters, and when it's all done, I have time to worry about backpack, but not so much. Worry is not too good :)



#22
Thandal N'Lyman

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It doesn't add any strategy either ... It's pointless busywork.

 

^^ THIS ^^

 

I don't play CRPGs to be bored out of my mind schlepping back-n-forth with "stuff".  And I don't play them to have to make minutely detailed inventory decisions before every excursion away from "base", or every time I encounter a looting/gathering opportunity.  There should be some sort of carry limit, (weight or quantity) but if the game FORCES me into constant, mindless accounting efforts just to continue playing, I'm done.



#23
Sylvius the Mad

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No. It doesn't make anything realistic because you still need to be able to carry around a stupid amount of stuff to sell which has nothing to do with how much something weighs.

It doesn't add any strategy either, it just means every time I loot a corpse I have to walk all the way back to the nearest shop to sell everything and then walk all the way back to where I was. It's pointless busywork.

Would you still loot everything, then?

I wouldn't. As evidence, I point to Skyrim, where early in the game I would loot only items that had a value:weight ratio of 10 or higher, and then once I'd made it to the first town I'd loot only things I could actually use (mostly crafting supplies).

Enemies should drop as loot literally everything they're carrying. And we should leave the vast majority of it there.
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#24
UniformGreyColor

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^^ THIS ^^

 

I don't play CRPGs to be bored out of my mind schlepping back-n-forth with "stuff".  And I don't play them to have to make minutely detailed inventory decisions before every excursion away from "base", or every time I encounter a looting/gathering opportunity.  There should be some sort of carry limit, (weight or quantity) but if the game FORCES me into constant, mindless accounting efforts just to continue playing, I'm done.

 

Look at the Assassins Creed games.. how often are you really swapping out armor and weapons? A: not very often. Yes, you can customize those weapons to some extent, but the point of that series has never been about looting.



#25
UniformGreyColor

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Would you still loot everything, then?

I wouldn't. As evidence, I point to Skyrim, where early in the game I would loot only items that had a value:weight ratio of 10 or higher, and then once I'd made it to the first town I'd loot only things I could actually use (mostly crafting supplies).

Enemies should drop as loot literally everything they're carrying. And we should leave the vast majority of it there.

 

Yes, I agree 100%.