I have to admit that I like Two Worlds 2`s concept of having a personal warp stone. You can put one down and fast travel to a town, trade in your shit, get more shit, make another trip to trade it in, then just pick up your warp stone. They also had a cool system where identical items could be combined to make a stronger single item, taking up less room in your pack.
... still... I spent half my game shopping! Possibly being forced to make choices would have made the game go a little faster - but I did have a Katana made from about 11 other Katana`s that had pretty super stats! I also had way more money than I would ever need. :)
... still... I spent half my game shopping! Possibly being forced to make choices would have made the game go a little faster - but I did have a Katana made from about 11 other Katana`s that had pretty super stats! I also had way more money than I would ever need. :)
I spent a lot of Fallout 3 and Skyrim, running to shops (after dropping loot because fast travel is disabled), selling it and going back and forth...you'd think all that running would have made me leaner in-game world. But no I got fat...fatty fat fat fat.
I ignore weight limits. If I could fit the world in my pack, I'll do it. I'm paranoid that dirty bandage might be used to make the ultimate weapon of the universe, and with my luck the first thing I throw away will probably be that said part. Besides, I like walking as if I'm in an ocean of molasses and site seeing the most benign of scenery that the games have to offer. The reward always comes at the end as I see town off in the distance, and my heart races as I make my way to the vendor and slowly sell off 1-2 items, since the vendor immediately runs out of money.
It's a delicate balance, to be sure. I like Diablo III's (and others) system of giving you an unlimited-use TP along with the slot limit. Keeps a pretty good balance and allows them to break the game up a bit with (quick) trips to town.
@GlowBear. Please tell me where to find the fat whore you mentioned in the title of this glorious post. Must I needs go to the Throat of the World? (That is a hilarious innuendo pun (and to make a further pun, Senor Max Scoville would say "in-YOUR-endo pun")) Pun pun pun. Also if Max Scoville were Rhianna his first single would be called Pun de Replay. I love you!
Mules solve some the weight problem. The only problem is that developers rarely make mules worth using. Dungeon Siege is the only series I have seen with proper muleage since you can use nothing but mules in your party. Sometimes the mechanics work but other times they fail; thus is the way of the game.
If you're going to have a "realistic" inventory system, make it fucking realistic. Otherwise, leave my pockets alone.
FAPPED HARD!
Also, how did Two Worlds 2 have good ideas? Crazy Elsa.
FAPPED HARD!
Also, how did Two Worlds 2 have good ideas? Crazy Elsa.
:) Inventory management can be frustrating.
On the other hand, inventory limits don't exist in isolation. If they allowed you to carry infinite stuff, there's a lot of other stuff they'd have to clamp down on. There would almost certainly be exploits that you could pull off by hoarding ridiculous amounts of items - piling up objects to climb over level geometry, killing everything with infinite guns, making infinite money at shops, etc.
If you can carry everything, they would have to correspondingly lower the amount of things in the world. In any given gameplay scenario, they'd have to account for players that might happen to have nothing on them, and players that have uber tons of gear on them, without making any particular instance unfair for either player.
Also, you'd basically be eliminating the player's need to make actual decisions about what things they need. You'd never have to think about whether to bring melee, medium range, or long range gear, or decide whether armor is worth keeping. You could eventually amass enough weapons that they would start to become meaningless, like bowls and plates in Skyrim.
Not saying that it's impossible - lots of games don't see the need to make inventory management part of the gameplay. But it wouldn't work in every game, and it would actually complicate some of them.
(I described RE5 the other day as a game about trading backpack items with your friend, and sometimes zombies show up.)
On the other hand, inventory limits don't exist in isolation. If they allowed you to carry infinite stuff, there's a lot of other stuff they'd have to clamp down on. There would almost certainly be exploits that you could pull off by hoarding ridiculous amounts of items - piling up objects to climb over level geometry, killing everything with infinite guns, making infinite money at shops, etc.
If you can carry everything, they would have to correspondingly lower the amount of things in the world. In any given gameplay scenario, they'd have to account for players that might happen to have nothing on them, and players that have uber tons of gear on them, without making any particular instance unfair for either player.
Also, you'd basically be eliminating the player's need to make actual decisions about what things they need. You'd never have to think about whether to bring melee, medium range, or long range gear, or decide whether armor is worth keeping. You could eventually amass enough weapons that they would start to become meaningless, like bowls and plates in Skyrim.
Not saying that it's impossible - lots of games don't see the need to make inventory management part of the gameplay. But it wouldn't work in every game, and it would actually complicate some of them.
(I described RE5 the other day as a game about trading backpack items with your friend, and sometimes zombies show up.)
I really don't mind inventory limits, but I also think that they are going about it the wrong way. Most of the time heavy and large items are seemingly useless or ignore, either because they don't have any immediately value to the player or they don't have a good exchange ratio to weight versus cash. In my opinion, the more useful the item is the more you should have to budget space for it (ie. Stimpacks, ammo, and money would all weigh something, and not a trivial amount either).
You're probably calling me a Nazi write now and putting me on your shit list. Fair enough, but I can't see any use to an item limit without it adding some depth to the game, which I certainly think it does. To be honest, what I really think they need to do with items in games beyond just having them is to make the gamer actually value the item itself instead of constantly forcing them to commodify them for something else, whether it is healing items, equipment, skill upgrades, or whatever. That isn't to say that having an in game economy isn't fun or intriguing, but I'd like to feel for once when playing a loot heavy game that items that I held weren't just there to be pawned and actually were so essential that I'd be screwed if I got rid of them. Then if I did do that I'd have to really think about the situation and the absolute value of what I was receiving in return.
The last game that made me feel like that was Metro 2033, and I fucking loved that game, unforgiving AI, temperamental weapons, cryptic plot, and all.
Also that Adama smiley header is rocket fuel. I'd fap your blog for that alone.
You're probably calling me a Nazi write now and putting me on your shit list. Fair enough, but I can't see any use to an item limit without it adding some depth to the game, which I certainly think it does. To be honest, what I really think they need to do with items in games beyond just having them is to make the gamer actually value the item itself instead of constantly forcing them to commodify them for something else, whether it is healing items, equipment, skill upgrades, or whatever. That isn't to say that having an in game economy isn't fun or intriguing, but I'd like to feel for once when playing a loot heavy game that items that I held weren't just there to be pawned and actually were so essential that I'd be screwed if I got rid of them. Then if I did do that I'd have to really think about the situation and the absolute value of what I was receiving in return.
The last game that made me feel like that was Metro 2033, and I fucking loved that game, unforgiving AI, temperamental weapons, cryptic plot, and all.
Also that Adama smiley header is rocket fuel. I'd fap your blog for that alone.
It doesn't really bother me so much. I keep a companion with me to carry what I can't, and even when I do need to unload stuff, it only reminds me to revisit my awesome lair. I became Arch Mage of Winterhold for more than one reason, y'know. :)
@falsenipple - No I don't think you're a nazi heh. I think that's something that could be implement but don't have it as a set rule for all games. Some thing like playing Fallout:New Vegas on hardcore would certainly benefit from that method of inventoring, because that's what the setting is all about. The needs, the musts over the shinies.
What I have noticed in Kninghts of Amalur at the moment is that it also seemed to do something which I find quite stupid and other games for the most part haven't followed suite and for a reason, that being - that it adds weight for multitude of items. Though in fairness I am glad that the didn't implement the "slow moving feature that Fallout games do, when you've hit over your max capacity.
What I have noticed in Kninghts of Amalur at the moment is that it also seemed to do something which I find quite stupid and other games for the most part haven't followed suite and for a reason, that being - that it adds weight for multitude of items. Though in fairness I am glad that the didn't implement the "slow moving feature that Fallout games do, when you've hit over your max capacity.

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