Whats wrong with this picture guys? Inventory Space in PoE issue.

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RobotPanda wrote:
I will admit that during the Merveil fight I go back to town to fill up flasks, but that's only there, because there are no enemies to beat up. :D


I am pretty sure this will be fixed soon. As in, you portal out, the mob regains all health.

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GRIMDAWN INVENTORY HAS 96 SLOTS.

BESIDES, THEY HAVE PANTS! AND MORE.

Now look at the Diablo 3 Inventory



MUCH MORE STUFF THAN PATH OF EXILE.
"It feels like holding my breath under water constantly." Me about the limited "life expectancy" of the inventory space on Path of Exile and frequent needs to go to town to unload.
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Greybear1andonly wrote:
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RobotPanda wrote:
I will admit that during the Merveil fight I go back to town to fill up flasks, but that's only there, because there are no enemies to beat up. :D


I am pretty sure this will be fixed soon. As in, you portal out, the mob regains all health.


They'll need to either nerf Merveil or add additional mobs to fill up flasks. She can 3 shot me : (
Games were better when devs didn't listen to player feedback.
The fact that other games have the ability to carry more stuff than PoE is self-evident. what is not self-evident is that this is an automatic advantage. If it is, why not just keep a list of items you've picked up, with no slot based inventory system at all? No limit either, just let the player pick up and carry everything that ever drops and hang on to it forever.

If that's not the ideal system, then more doesn't always mean better, and citing other games with more inventory space really means nothing to this conversation.

I don't pick up every item in PoE. I pick up blues of types that look useful to my character, and yellows of all types, and vendor/stash based on their potential usability on that and other characters. Sometimes I'll pick up a white with a good base item type and great slots, too. I only have to return to town once per area on average, and don't feel as though I'm missing out on resources or gear as a result. Seems like the system is working well as is.
Its not a yes or no topic.

Its not about no inventory or infinite inventory.
Its about a magic balanced number.

What the inventory space has to achieve?
It certainly cant be a pain in the ass that break the flow of gameplay 3-7 times per map.

It has to go along with the design philosophy on loot drop frequency and the intended items to be picked by players.

As an example, D3 design made clear people will not pick whites.

In Path of Exile, they made it clear people will not pick whites that are worth 1 wisdom shard either.

It has to make space for everything else that the design defined as worthy through indirect vendor/recipe value. Its your responsability as designer to make sure the systems work coherently within each other.

The only way inventory is not a problem is if you ignore blues, wich is not acceptable design, because it has value, I earned it, therefore its mine and I have to pick it.

RIGHT NOW INVENTORY SPACE IS AN ISSUE. TO ALLEVIATE THIS NEGATIVE DETRIMENTAL GAMEPLAY ELEMENT OF CUTTING THE FLOW OF THE EXPERIENCE JUST FOR INVENTORY'S SAKE MULTIPLE TIMES DURING A SINGLE INSTANCE MAP, A FIX IS REQUIRED.

I dont have fun when Im more concerned about going back and forth between instance and town over and over.

The ideal design is one where people go to town naturally at the end of finishing goals or cleaning areas. Not multiple times. Certainly not every 5 minutes. HAVING TO GO BACK TO TOWN EVERY 5 MINUTES OR LESS IS RIDICULOUS.

Not my problem I have high magic find and Im killing enemies that drop blues and rares worth of picking. If its on the floor and it has value its mine, I earned it and I will pick it up. If the inventory becomes a constraint to the flow of my experience, the issue has to be addressed.


In Grim Dawn the INVENTORY LIFE TIME is 60% longer THAN PATH OF EXILE.
In Diablo 3 the INVENTORY LIFE TIME is atleast 300% longer. Diablo 3 inventory hardly ever fills to the max, its like it has "regenerative inventory life".

Path of Exile requires MORE INVENTORY LIFE TIME.


Stop saying its about "the choice of what to pick up". There is no choice.
THE MINIMAL THINGS YOU HAVE TO PICK ARE ENOUGH TO CREATE THIS INVENTORY CONUNDRUM MULTIPLE TIMES PER AREA.
YOU HAVE TO PICK ALL RARES IN THE LEAST. BLUES GIVE 2,39 ALTERATIONS, 0.28 WISDOM SHARDS AND 0.0826446280991736 ALCHEMY SHARDS EACH AVERAGE. That is disregarding all other combinations of drops that might interest the average player.

"It feels like holding my breath under water constantly." Me about the limited "life expectancy" of the inventory space on Path of Exile and frequent needs to go to town to unload.
Last edited by Interesting#4599 on May 19, 2012, 6:16:04 PM
Has anyone ever considered that going back to town to sell stuff is actually part or the game flow, not breaking it?

In torchlight, you barely ever had to go back to town, and the result was a mindless mob-mowing constant grind. Going back to town is an interruption to the combat flow, but it's a very worthy addition to the general game flow, mainly because killing mobs over and over in an ARPG gets very boring very fast.
@Interesting: Your words reflect you as a braindead, or a kid. However i urge you read this till you get, even it seems impossible, there is always a chance; or cry me a river just as you did.

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BrecMadak wrote:
People are so greedy that they never appreciate what they have in their hands, but want more and more, and had enough of these threads.

Just get this fact in your skulls ! In Diablo 2 there were charms that you have to carry, plus you had 40 slots, whereas this number is 60 slots in PoE. Get it now ?!

Deal with it now !
"This is too good for you, very powerful ! You want - You take"
If you're picking up every blue that drops, that's your problem, not the games. There is no need to do it, you are not forced to do it, and honestly I think the time wasted on attempting to do it is just silly.

If you feel that you must pick up every item, then you'll need to deal with the consequences. Just like if you feel the need to clear every map you're on, you'll need to accept the fact that you will progress slower and quite possibly over level the next zone. Both activities have pro's and con's to them.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
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Wittgenstein wrote:
If you're picking up every blue that drops, that's your problem, not the games. There is no need to do it, you are not forced to do it, and honestly I think the time wasted on attempting to do it is just silly.

If you feel that you must pick up every item, then you'll need to deal with the consequences. Just like if you feel the need to clear every map you're on, you'll need to accept the fact that you will progress slower and quite possibly over level the next zone. Both activities have pro's and con's to them.


This is exactly the way it should be. Also saying that a fix for this is "Required" is rather silly, its a game for everyone not just you or me. There are those that would like it changed and those that don't not everyone is going to be happy with every single choice, that's just how it is.
Beyond_Bow_BobMKIII Level 80 Tornado Shot Scion
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Interesting wrote:

The only way inventory is not a problem is if you ignore blues, wich is not acceptable design, because it has value, I earned it, therefore its mine and I have to pick it.


I think you overestimate the value of blues in the game. They have some minor value in the first half of the game, as you identify a few in order to gear up. After that, they have arguably less value than a white, costing an additional orb of scouring to turn into a rare.

Sure you can vendor them for a few alteration shards, but that's after you identify them. The act of identifying increases the value of the item, so you have to keep your net profits in mind, given the rarity of identify scrolls.
Last edited by Silty#2454 on May 19, 2012, 7:50:07 PM

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