Backpack inventory is to small

THe backpacks are way to small and the stash is way to big.

Maybe a balance inbetween for the two of them, make the backpack a little bigger and the stash a little smaller
.....And that's all I have to say about that.
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the stash is shared between all your characters, so no, this should not be made smaller.

also, ive read a dev state (it was either here, or in game) that PoE is not intended to be a game of hoarding. as such you should only pickup items that you yourself want, and only identify those that may confer some mod or ability you can use.

having said that, one extra row in the inventory would make a world of difference.
its a free game, which means most likely they will add something in the cash shop to compensate the backpack space, which is reasonable to me, and that to me is not PAY2WIN.
Last edited by skillionaire2#1297 on Apr 23, 2012, 8:50:06 PM
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skillionaire2 wrote:
its a free game, which means most likely they will add something in the cash shop to compensate the backpack space, which is reasonable to me, and that to me is not PAY2WIN.

This won't happen, if i were you i'd immediately wake from that dream.
"This is too good for you, very powerful ! You want - You take"
What's all the loot for if you aren't meant to pick it up? It makes no sense to have a tiny back pack and huge numbers of loot drops.

Besides, in order to "craft" orbs using the recipe system you are required to collect all loot of certain types: such as all weapons/armor with a %quality improvement, 3 color linked items etc. (a very geeky system IMOP). That means you can't just ignore the white items - some of them are much more valuable than most blue items.

I don't see the logic behind this at all - if you implement a crafting system, you need a way of storing crafting materials in a compressed form. Having large numbers of large items as a necessity for crafting just necessitates constant porting back to outposts and isn't multiplayer friendly.

Imagine if a game such as WoW introduced a mechanism where ore from mining nodes didn't stack... And there is a reason why many newer games make 1) trash loot stack and 2) make it easy to vendor.

P.S. Agree that in the absence of some fundamental improvements to the crafting system / loot drops a larger back pack would help.


Last edited by Roq#0978 on Apr 24, 2012, 6:10:37 AM
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Roq wrote:
What's all the loot for if you aren't meant to pick it up? It makes no sense to have a tiny back pack and huge numbers of loot drops.
It encourages the player to make decisions, instead of mindlessly looting and selling everything that drops. You have to decide what is worth your time and effort.

For example, if you're running out of Scrolls of Wisdom, you may have to sacrifice some killing time to sell some white items.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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WhiteBoy88 wrote:
It encourages the player to make decisions, instead of mindlessly looting and selling everything that drops. You have to decide what is worth your time and effort.

For example, if you're running out of Scrolls of Wisdom, you may have to sacrifice some killing time to sell some white items.


Its hardly an interesting strategic decision though is it: You can have as many ID scrolls as you want, the decision you have to make is: "Am I going to get thoroughly bored by carting all this stuff back to town and vendoring it or can I get on with the fun part of the game and make do with the scrolls I've already got?". Crafting is or can be a fun part of a game, but you need to be able to choose when you want to do it - and that's not usually when you are having fun in the middle of a challenging/interesting dungeon run.

At bottom, loot is a reward system, not something that should be used to add time consuming grind to the game, because then it just loses its value as a reward, so that you just groan when you see one of those large chests that are meant to be a fun part of the game.
I've been made painfully aware of a certain core player skill in ARPGs, and more specifically, dungeon crawls (and Dungeon Crawl) over time:

Use your resources. The orb system doubling as currency lends itself to hoarding as such, but it is unwise to maintain a massive pile of things that you would be better off using or not having at all.

I think stash / inventory sizes are a good way to teach this in a game that lacks the punishment mechanisms of roguelikes.
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Roq wrote:
What's all the loot for if you aren't meant to pick it up? It makes no sense to have a tiny back pack and huge numbers of loot drops.



In most RPG's you eventually get to a point where you do not pick up every item that drops.

You pick up currency & items of value - same holds true for this game. When I farm I ID yellows - drop the ones with no value and keep the yellows with value. I hold onto any white/blue item that has a valuable number of links and don't even bother looking at any armor/weapon. I pick up currency items and also pick up any gold jewelry with 15%+ rarity and use orbs to hope to improve them since I need better jewelry.

Also it is not very hard to equip a portal ability gem and just go back to town whenever you need to.
Last edited by xCry0x#4307 on Apr 24, 2012, 3:21:28 PM
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Roq wrote:
Its hardly an interesting strategic decision though is it: You can have as many ID scrolls as you want, the decision you have to make is: "Am I going to get thoroughly bored by carting all this stuff back to town and vendoring it or can I get on with the fun part of the game and make do with the scrolls I've already got?".
That's why it's an optional feature. Some players find it fun, but others don't.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!

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