Inventory BAck ME 3
#176
Posté 15 février 2010 - 07:30
#177
Posté 15 février 2010 - 07:38
AngryFrozenWater wrote...
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.
Not a fan of the ME1 inventory and i replayed that after ME2. Horrible experience with inventory, mako and elevators. But sticking to inventory here.
You don't need to cheat to get the high level gear. All you need is NG+ and access to the C-Sec armory as a spectre. They restock. Also with the spectre license and the guy on your ship sells you spectre stuff. Very quickly you're on X weapons/armor/mods/genades
If not on NG+, you have to live with getting only the spectre VIII equipment. Again recheck when you level a bit as they restock with the better ones on some levels. It all based on your character level.
As for the mods, again the same thing. Once you find a level X mod, you will probably put it inside and forget about it. The mods are plentiful, running through Noveria, i ended up with a very very long list when i accessed inventory at the end of the mission. had to spend a long time omni gelling each one, one by one. That was another horrible experience.
Your inventory limit didn't help. If it was not an optional crate loot, it got added wanted or not and if you ended up exceeding your inventory so you could not even escape the omni-gelling screen! That was good for a laugh until i had to clear enough to get back into the 150? limit.
#178
Posté 15 février 2010 - 07:42
I clicked on the thumbnail and wound up staring and some weirdo scaly ****. I was out of there like Colonel Sanders at a PETA convention.kregano wrote...
I personally think a combination of ME2's upgrade system and Army of Two's weapon customization would be great in ME3. I've roughly sketched out how such a system would work on my blog.
#179
Posté 15 février 2010 - 07:50
Sorry about that. It looks like Photobucket deleted the pics for some reason (and didn't let me know about it and for some reason didn't eliminate the links to the blog) and let you peek into the album full of random crap I use to screw around with on other forums. I've reuploaded the pics, so just let me know if they take them down again.Lmaoboat wrote...
I clicked on the thumbnail and wound up staring and some weirdo scaly ****. I was out of there like Colonel Sanders at a PETA convention.kregano wrote...
I personally think a combination of ME2's upgrade system and Army of Two's weapon customization would be great in ME3. I've roughly sketched out how such a system would work on my blog.
#180
Posté 15 février 2010 - 08:54
Modifié par AtreiyaN7, 15 février 2010 - 08:56 .
#181
Posté 15 février 2010 - 09:00
#182
Posté 15 février 2010 - 09:01
Tyreal42a wrote...
I want an Elcor pack mule character, who is basically your walking inventory/armoury. He just follows you around carrying all your gear and complaining.
Actually, this would be cool as hell only have him stay on the Normandy and all of the items you get during a mission are sent to him via the same way your "Model Ships" are and such when you buy them from a shop. Have him act as a "bank" of sorts when after every mission you could go in and talk to him and sift through what could be useful and sell what isnt. He could act to replace the original Normandy's QM as well hehe. Have one tab you can look at that is all the items you just obtained during the current mission and you can put all of the items that you DONT want into a "junk" pile via DA:O and sell it that way. The items you want, you can take strait from this tab and add to your inventory.
Then, another tab where the Elcor actually sells you Weapons and gear etc. Its not that I hated that there was an inventory system at all in ME1..It was just poorly executed. If they made the inventory system more like DA then it would be acceptable
#183
Posté 15 février 2010 - 09:03
Aradace wrote...
Tyreal42a wrote...
I want an Elcor pack mule character, who is basically your walking inventory/armoury. He just follows you around carrying all your gear and complaining.
Actually, this would be cool as hell only have him stay on the Normandy and all of the items you get during a mission are sent to him via the same way your "Model Ships" are and such when you buy them from a shop. Have him act as a "bank" of sorts when after every mission you could go in and talk to him and sift through what could be useful and sell what isnt. He could act to replace the original Normandy's QM as well hehe. Have one tab you can look at that is all the items you just obtained during the current mission and you can put all of the items that you DONT want into a "junk" pile via DA:O and sell it that way. The items you want, you can take strait from this tab and add to your inventory.
Then, another tab where the Elcor actually sells you Weapons and gear etc. Its not that I hated that there was an inventory system at all in ME1..It was just poorly executed. If they made the inventory system more like DA then it would be acceptable
Sounds like pointless tedium.
#184
Posté 15 février 2010 - 09:13
In ME2 credits are actually valuable. You can't waste them, and you're glad when you find them. Getting a new weapon is exciting. Going from the Shuriken to the Tempest, the Katana to the Claymore, or the Avenger to the Revenant is a dramatic and signficant improvement.
While it's true that RPGs tend to be about acquiring gear, that's just a facet of their most important quality: character improvement. Frequently picking up incrementally improved iterations of the same weapon over and over again is no more exciting than getting a few, but dramatically different, weapons. Different weapons actually handle differently in ME2.
When working on ME3 Bioware should go forward, not backward, upwards, not downwards, and always twirling, twirling towards freedom (and an awesome ending to an amazing trilogy).
#185
Posté 15 février 2010 - 11:32
Just add a few more tangible elements like one or two unique items that can't be replicated or items that can be used to change the appearance of squad mates.
#186
Posté 15 février 2010 - 11:59
#187
Posté 17 février 2010 - 07:05
[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.
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]
Are you serious? You're asking me if I cheated in a game where the credits were more common than space dust? It's not even difficult to gear out your entire team in the best gear. It just takes a single NG+. I need to "find and buy" the armor? No, really, Sherlock? I'm sure that was incredibly difficult because I was forced to sell 99203419023401234124132 useless items in my inventory after every single planet.
But apparently, spending 3 seconds on the weapon selection screen before each mission and clicking on an upgrade once to research far more hassle than omni-geling and selling garbage after every single encounter. And if I included scanning time into this, I guarantee you it would be much less than driving the awful Mako.
[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]
Uh.. Right. Like how selecting a weapon loadout in 3 seconds takes waaaaaaaaaaaaayyyyy longer than spamming the sell key and omni-gel confirming.
[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]
What is this fetish you have with the "beginning" of the game, and anyone who's done a decent playthrough of the game being a cheater? Even then, I never swapped my upgrades out until I saw my VII item jump to a X item. Either way, I'd simply sell everything else. Your point on when it happens is irrelevent, because it's still a giant time sink.
[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]
Arguing with you is like trying to cook a rock. So here is what you're saying:
[*]Weapon selection screen
[*]Research screen
[*]Armor selection screen
[*]Mobile armory
Despite all sharing the same HUD, this costs way more and is "more complicated" than the old inventory. So creating about 100 guns, 90 of which will never be used again once you simply buy better gear, takes less manpower than one HUD and about 12 unique guns. Okay.
[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]
No. Try to not suck at games.
[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]
Oh, yes. Lets go back to when ammo wasn't a skill and didn't offer any significant advantages, like disabling synthetics or making organics panic. Lets also allow every single squad member to use it along with their native set of skills to completely unbalance and overpower the game.
[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]
Gee, how about where I quoted directly where you said "USING THE CURRENT TREND TO DUMB THINGS DOWN".
[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]
Terrible player 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.
[/quote]
I think everyone already pointed out how bad of a player you are to accuse anyone doing better than you as a cheater
Try posting this on the Character Builds forum. We'll get a great laugh out of it.
#188
Posté 17 février 2010 - 10:48
#189
Posté 17 février 2010 - 11:40
#190
Posté 18 février 2010 - 01:37
#191
Posté 18 février 2010 - 01:39
#192
Posté 18 février 2010 - 01:43
#193
Posté 18 février 2010 - 01:45
#194
Posté 18 février 2010 - 01:58
ShadyKat wrote...
No thanks. Added more costumes for the rest of the crew, and add more weapons.
If they did that I would change my options. Now they do have two different up grades for krogan and legion in ME 2, but I think they should have done the whole crew!
#195
Posté 18 février 2010 - 02:02
#196
Posté 18 février 2010 - 02:04
#197
Posté 18 février 2010 - 02:07
Go play Final Fantasy 48 if you want an RPG then.Kristofer1 wrote...
they need a inventory system back. maybe not ME1. definitely not ME2. oh wait there isnt one. because it isnt a RPG like advertised.
#198
Posté 18 février 2010 - 02:10
Kristofer1 wrote...
they need a inventory system back. maybe not ME1. definitely not ME2. oh wait there isnt one. because it isnt a RPG like advertised.
it's funny that people think having no "inventory system" system in the game automatically disqualifies it from being an RPG.
#199
Posté 18 février 2010 - 02:26
Old school RPG players, who think a game is only an RPG if you have tons of useless crap gear.InTransit wrote...
Kristofer1 wrote...
they need a inventory system back. maybe not ME1. definitely not ME2. oh wait there isnt one. because it isnt a RPG like advertised.
it's funny that people think having no "inventory system" system in the game automatically disqualifies it from being an RPG.
#200
Posté 18 février 2010 - 03:34





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