Backpack inventory is to small

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Wittgenstein wrote:
The problem is this, lets say they make the backpack larger. it won't ever be large enough, because the issue is that you want to pick up everything that can be of value and you don't want to go back to town to sell things all the time. So, unless they give us Mary Poppins bag of infinite space, nothing will change.


Whiteboy was right when he said that the decision should be on the player for what is chosen to be picked up and what isn't. you aren't intended to pick up every item that drops, if you must do that, you'll need to be prepared to spend a lot of time selling things in town. This isn't a "problem" with PoE, it's the same way in every ARPG/RPG/MMO I have ever played.

Also, yes PoE is a big slot machine, so is D2/TQ/Sacred/TL/D3 some of those games have limited crafting options, but when it comes to items you REALLY want, it's all luck. That's why I find it funny when people brag about the gear they have in games like this.


By that logic they could aswell just make the inventory smaller.
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MightyForest wrote:
Personally, I would love to see a sixth row with the same number columns,...

Yup. I proposed that a while ago along with my rationale:
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Garr0t wrote:
I find the flask spaces in both the paper doll inventory tab and on the primary interface confusing and redundant.

I recall in 0.9.2 where players in game would regularly ask global how they should equip flasks because they were trying to drop them into the flask bar.

I also remember that changes needed to be made to UI because it was possible at one point to remove the flasks directly from the primary interface when trying to click to activate, resulting in changes so that the bar is locked unless the inventory tab is up.

I propose that the flask slots on the paper doll inventory tab be removed and that a row be added to the backpack to utilize the room this creates on the tab

This will reduce confusion for new players and eliminate the redundancy. It will also help address requests for rotatable inventory items. Flasks can be equipped when the inventory tab is open by dropping directly into the primary interface bar.

I find the backpack space of 5x12 an odd size to use, because all the inventory item graphics grow in vertical dimension, not horizontal dimension.

When item sizes range in height from 1 to 4 rows, it creates a lot of unusable space when the height of the backpack is only five rows because there are limited sorting variations:
4 row item + 1 row item
3 row item + 2 row item
3 row item + 1 row item + 1 row item
2 row item + 2 row item + 1 row item
1 row item x5

With six rows, all of a sudden the backpack feels like it is much easier to manage inventory because there are now more stacking options:
4+2
4+1+1
3+3
3+2+1
3+1+1+1
2+2+2
2+2+1+1
2+1+1+1+1
1+1+1+1+1+1

There are now nine vertical variations with a six row backpack compared to only five variations when the backpack is only five rows tall.

The growth of the backpack by only 12 squares (20%) will increase the utility of the backpack by 80%! In my opinion, this will greatly diminish complaints about backpack size, and it also makes the UI more intuitive.
"We were going to monitor the situation but it was in the wrong aspect ratio."
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Sickness wrote:
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Wittgenstein wrote:
The problem is this, lets say they make the backpack larger. it won't ever be large enough, because the issue is that you want to pick up everything that can be of value and you don't want to go back to town to sell things all the time. So, unless they give us Mary Poppins bag of infinite space, nothing will change.


Whiteboy was right when he said that the decision should be on the player for what is chosen to be picked up and what isn't. you aren't intended to pick up every item that drops, if you must do that, you'll need to be prepared to spend a lot of time selling things in town. This isn't a "problem" with PoE, it's the same way in every ARPG/RPG/MMO I have ever played.

Also, yes PoE is a big slot machine, so is D2/TQ/Sacred/TL/D3 some of those games have limited crafting options, but when it comes to items you REALLY want, it's all luck. That's why I find it funny when people brag about the gear they have in games like this.


By that logic they could aswell just make the inventory smaller.


Yes, they could...

But to the OP's point. how many extra rows would need to be added in order to solve this "problem"? 2 or 3? 4? 10? It will still end as a matter of choice, on what to pick up and what not to, you'll still need to go back to town or leave stuff on the ground.

Garrot's idea of removing the flasks from the inventory screen is fine, but the point is a few extra rows won't solve anything, when the issue is that people want to pick up pretty much everything.

"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Last edited by Wittgenstein#0994 on Apr 26, 2012, 11:09:16 AM
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Wittgenstein wrote:

Yes, they could...

But to the OP's point. how many extra rows would need to be added in order to solve this "problem"? 2 or 3? 4? 10? It will still end as a matter of choice, on what to pick up and what not to, you'll still need to go back to town or leave stuff on the ground.

Garrot's idea of removing the flasks from the inventory screen is fine, but the point is a few extra rows won't solve anything, when the issue is that people want to pick up pretty much everything.



Well, if it's the same to you then why are you against it?
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Sickness wrote:
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Wittgenstein wrote:

Yes, they could...

But to the OP's point. how many extra rows would need to be added in order to solve this "problem"? 2 or 3? 4? 10? It will still end as a matter of choice, on what to pick up and what not to, you'll still need to go back to town or leave stuff on the ground.

Garrot's idea of removing the flasks from the inventory screen is fine, but the point is a few extra rows won't solve anything, when the issue is that people want to pick up pretty much everything.



Well, if it's the same to you then why are you against it?


Against what? Whats the "same"? they can make the stash bigger if they want, I just don't think it's going to magically solve the "issue" by adding a couple of extra rows. Because the issue is that people want to be able to pick up everything, or practically everything. If that is the problem, it can't be solved, because you'll never be able to pick up that many items. That's my point.

"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
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Wittgenstein wrote:
Against what? Whats the "same"? they can make the stash bigger if they want, I just don't think it's going to magically solve the "issue" by adding a couple of extra rows. Because the issue is that people want to be able to pick up everything, or practically everything. If that is the problem, it can't be solved, because you'll never be able to pick up that many items. That's my point.



If you can pick up more you don't have to pause the game as often.
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Sickness wrote:
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Wittgenstein wrote:
Against what? Whats the "same"? they can make the stash bigger if they want, I just don't think it's going to magically solve the "issue" by adding a couple of extra rows. Because the issue is that people want to be able to pick up everything, or practically everything. If that is the problem, it can't be solved, because you'll never be able to pick up that many items. That's my point.



If you can pick up more you don't have to pause the game as often.


Okay, so how often is to often? that's purely subjective and should be decided by the developers. Evidently they have decided, so I suppose this thread is done. Right?

If they added 2 more rows and people complained, should they add 2 more after that? yes, I know that is the slippery slope argument, but from what I can see it works just fine in this case.

Or, is there a magic number of rows that you know of that creates the perfect balance? If so, please let us know.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
maybe they'll make it an option to buy extra storage space in inventory just like for the stash

they could add space to the inventory without changing the layout of the current inventory at all. they could just add tabs like they use in storage.
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Wittgenstein wrote:

But to the OP's point. how many extra rows would need to be added in order to solve this "problem"? 2 or 3? 4? 10? It will still end as a matter of choice, on what to pick up and what not to, you'll still need to go back to town or leave stuff on the ground.


2 rows would make an immediate and noticeable improvement since you could then stack double handed items on top of each other, effectively doubling your inventory space. That would already greatly reduce trips back to town.

Also, the itemisation could be changed a bit. Since white stuff isn't really functional weapons/armor, but either useless trash (which can be ignored since scrap value is too small to matter) or crafting materials (e.g. %quality items) you could for instance have more small item trash than large item trash.

Another possible idea is to highlight white stuff that is useful in orb crafting, differently. For instance stuff that isn't useful could be "broken" or grey so that you wouldn't be tempted to pick it up in the first place and could filter it out with an option.



Last edited by Roq#0978 on Apr 26, 2012, 12:29:44 PM
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Wittgenstein wrote:
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Sickness wrote:
"
Wittgenstein wrote:
Against what? Whats the "same"? they can make the stash bigger if they want, I just don't think it's going to magically solve the "issue" by adding a couple of extra rows. Because the issue is that people want to be able to pick up everything, or practically everything. If that is the problem, it can't be solved, because you'll never be able to pick up that many items. That's my point.



If you can pick up more you don't have to pause the game as often.


Okay, so how often is to often? that's purely subjective and should be decided by the developers. Evidently they have decided, so I suppose this thread is done. Right?

If they added 2 more rows and people complained, should they add 2 more after that? yes, I know that is the slippery slope argument, but from what I can see it works just fine in this case.

Or, is there a magic number of rows that you know of that creates the perfect balance? If so, please let us know.


I would rather not pause the game at all, so less is more.

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