[quote]Railstay wrote...
[quote]AngryFrozenWater wrote...
[quote]Railstay wrote...
Lets see... What did the inventory system do for me?
- Made me sit there selling and omni-geling a bunch of crap so the game wouldn't complain to me about my inventory getting full, ad-naseum.
- Never, ever made me swap out my weapons. Ever. The items in ME1 were a completely linear progression. Once you got the Spectre gear, there was no point in using anything else... Thus, the inventory becoming useless anyway.
- Made me use the same upgrades on every weapon. Double Scram VIIs and HE X on the SR. Why use anything else? Why use anything else but Scram Xs on a Pistol with Marksman spam, either?
- Made me open up the inventory, go through every character's gun and replace their ammo with the one I need for a fight against organics/geth. Now I just click a skill button.
I guess if it allowed me to swap what type of gun I'd be using -- guns that are different, not cleary superior -- then I'd be open to the idea of an inventory system again. But I also don't relish the idea sitting there spamming sell sell sell sell sell sell just so the game won't whine at me. It would also make balancing the game's enemies more difficult, yet again.
So I vote no. I think the people who had fun being forced to omnigel or spam the sell button after every planet are in the clear minority. Asking for it back is like hearing someone ask for a rest and food system in Mass Effect, where Commander Shepard and his squad all need to eat and sleep throughout the game or they will die. It's pointless busy work.[/quote]
You have some good points there. I can understand why you wouldn't want an inventory system. I don't agree, because I see more disadvantages in the new system.
If a new inventory system is to be brought back (just assume that for a second) then we need to address concerns like yours. Let's see...
One of the major problems I had with the new system is that it was hard to find high end gear, so I am trying to find a solution for that as well.[/quote]
What? Every single squad member in my party had either Colossus or Pred X armor, and all of them also had a full set of Spectre X guns. That's why the inventory system was useless. What's the point of having it around if you never swap your weapons out again?[/quote]
Did you cheat? Or did you forget that you actually had to find or buy those armors? Just as you need to find and buy stuff now. The difference with an inventory system is that what you find and buy is available directly. There is no need to scan for resources, there is no need to walk to the labratory, there is no need to select the item there in order to produce it, there is no need to walk to the armory to equip the produced weapon or walk to your cabin to switch armor upgrades.
I am sorry, but that is a hell of a lot more work than just select the stuff you bought or found in your inventory. Use a stop watch if you are not convinced. The inventory takes a couple of seconds and the new system takes minutes. And please include the scanning in your timng and be realistic about it.
[quote]Railstay wrote...
[quote]There was way too much loot, so in the end you reached the maximum amount of money and you had to turn it into omnigel. A simple solution could be to have less loot and abandon random loot. Gear can be found at certain location in the game only and you have to fight for it (or do some other mission) to get it and some stuff you can buy. Depending on the order you play, you would still find stuff you wouldn't want to use, but you could sell those. There would be less loot, so no need to worry about that anymore. Also, we will be able to find high end gear sooner or later.[/quote]
Okay, but what's the point? Now you have less loot but an inventory system you still don't need.[/quote]
At least you grasp the concept that an inventory system doesn't need to be cluttered. It is a matter of improving a system, intead of throwing it away. Why do we need it? It's faster and more flexible. You'll see that in the response above and below.
[quote]Railstay wrote...
[quote]I did swap armor from time to time. If there was a planet with some kind of hazard then I wore an armor that could deal with that. But once I entered a building I changed it for my regular armor, which was better suited for combat. So, I really like to have that option. Currently there is no need, because we don't have the Hammerhead yet, but it is my guess that it will change.[/quote]
When you start finding Medical Exoskeleton Xs, which are again extremely common, you never swap your upgrades out. Ever.[/quote]
Again, you dudn't find the best stuff at the beginning of the game. Where did you get that idea from? Do you cheat? Or do you have bad memory? Just as the situation is now you upgrade your stuff. Now some things take a single step, other things take multiple steps/items to be produced/bought/found.
[quote]Railstay wrote...
[quote]There are some situations in which I want to change weapons during a mission. For some reason the game has placed some magical devices throughout the galaxy that have access to my weapons on the Normandy. It didn't matter if I was at a collector ship or in an abandoned mine, you could find them. Hehe. Having access to that everywhere may be silly, but the ME2 system is just as silly. I rather have that option available everywhere.[/quote]
When we're getting into programming here, what's more feasible? Creating an entire inventory system just so the player can weapon swap occassionally, or having weapon armories throughout missions? Where would you rather see money and time diverted to? Choose carefully, because it means you end up getting shorted on other game content like story, characters and missions.[/quote]
Programming? OK. That's cool. Let's see.I think that the the research station in the labratory with the two lists (the stuff to manufacture and the stuff produced), the weapon selection system in the armory and the armor selection in your cabin are a hell of a lot more complicated than a single inventory system. Also, the weapon selection system is also scattered throughout the entire galaxy. And all have magical access to the stuff on the Normandy. But they also need to be placed there by level builders. Graphics artist need to produce that crap. Interface programmers need to dream an interface for it. The new system looks way more complicated to use abd to create than a single inventory system which is available everywhere and just one button click away.
[quote]Railstay wrote...
[quote]I didn't use the same upgrades for all weapons. I made sure that my sniper riffle did the most damage and didn't care about overheating. The other weapons had some kind of heat reductions add on. I guess it is probably much like you say.[/quote]
So you did use the same upgrades for all the weapons. I'm not saying that you used the same mods for ALL weapons, but once you got a certain set of mods for a weapon, those were all you would use. You would never swap them out. Hence, again, the inventory system is useless.[/quote]
Cheating again?
[quote]Railstay wrote...
[quote]To change the ammo could still work the same with an inventory system. How about the game looking in your inventory and if it finds a ammo there it makes the easy to click option available. I think having ammo as a skill is odd. I mean... Does the skill activate special muscles in finger so I can pull the trigger any better? It's weird if you think about it. Especially, because a lot of people didn't like the old weapon skill system. The game is leveled anyway, so you should be able to buy or find ammo at given levels. That means distributing skill points to ammo wouldn't be required.[/quote]
You just said click: There's the taboo word. Very few developers design games exclusively with PCs in mind anymore, and Bioware is not one of them. So, not happening. Also since ammo has become an iconic skill feature to characters in ME2, having any squad member able to use any kind of ammo would present balancing issues again. Everyone in your squad will simply be too good and too effective for every type of situation.
And I don't understand why you're having such a difficult time understanding real-time ammo swapping. You notice how a little holographic indicator comes up on your gun when you swap ammo? So it's a stretch to believe your gun is switching into a different firing mode, but you readily accept technology that can literally reduce the mass of entire objects? How did you even think that weapon swapping = push your finger really hard? Huh?[/quote]
You said "Now I just click a skill button." (point 3 above) I don't think ammo should be connected to a skill, just as using a sniper riffle should not be connected to a skill. So, if ammo upgrades appear in the inventory, then it should be just as easy to slect them in the inventory system as in the ME2 system. That's what my proposal is about. In fact nothing changes in the interface on the screen. The cryo ammo (as an example) button will be there if is a cryo ammo upgrade in the inventory. Nothing more not thing less. You won't even have to open the inventory to switch to other ammo or disable it, because nothing changes in the HUD.
[quote]Railstay wrote...
[quote]Hmmm. Using the current trend to dumb things down I have even dumbed it down some more in favor for the inventory system. How's that? Hehe.[/quote]
ME2 didn't "dumb things down". Dumbing things down means removing the complexity in a game. If anything, the game is far more complex. ME1 didn't feature skill synergy, unique class abilities, locational damage and different types of kinetic barriers.
Think of what you're placing in the spectrum of complex. How is spamming your sell key "complex"? And how is getting rid of this feature "dumbing down"?[/quote]
Did I say that ME2 dumbed things down. Point at it. I think you really have problems reading. Really.
[quote]Railstay wrote...
[quote]Another plus for the inventory system is that it allows you to use stuff the moment you find or buy it. There is no need to go back to the ship, scan for resources, walk to the lab to select it and/or walk to the armory to equip it. That's a bit tedious if you ask me. I think it is more work than the current system saves.[/quote]
Oh, right. The one minute total I spent equipping something new I got weighed against the hour I spent in total spamming the "sell" key and mindlessly clicking "Omingel" "Yes" is far less tedious.
Clicking "Research" is definitely worse than that system.[/quote]
Cheating again?
[quote]Railstay wrote...
[quote]Another concern that people mention is that you only wanted to use the best gear that there was no use for any other. I think that it is a dead argument, because in the new system you have that as well. Some weapons are only used at the start of the game and once upgraded you never use the old ones again. Nothing new here. That has little to do with the inventory system.[/quote]
Uhhh. No.
I still use the starting HP over the Carnifex. Some people still prefer the Katana over the Scimitar, and the Scimitar over a Claymore. Only a couple weapons are just clearly superior in this game, most of those are the upgrades you find on the Collector Ship.
Head on over to the Character Builds section of the forum and it may open your eyes.
Also, I'd much rather the dev team create a solid, flexible core group of weapons rather than spending time, money and manpower making a buffet of derivative and useless weapons you will never glance at again after you get the super weapons at the end of the game. I'd rather have those resources put towards better combat, story, characters and missions, thanks.[/quote]
What no? You never select anything and you don't have weapons you don't need. Right. Oh. And of course, you cheat (or have a very bad memory). That helps too.
BTW: I rather have a good game. I don't like to spend a lot of time scanning and walking just to select stuff.
Modifié par AngryFrozenWater, 15 février 2010 - 12:55 .