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

I just want a rotate function. This needs to be like RE4 =P

Hell tetris.
Last edited by Steven205#7615 on May 27, 2012, 2:19:09 PM
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Interesting wrote:
I think PoE is far behind Diablo 3, Torchlight 2 and GrimDawn on inventory design.

Its one of the most annoying things with PoE right now. You cant cash shop around, you cant mod it either. Back in Mythos I bought 3 inventory pages for 15 bucks for one month. So I had 4 inventory pages.

The way we have in PoE is completelly wrong.


Diablo 3 has a bigger stash, and I fill it up quickly and go back to town every 30 minutes or so to sell it all (because the crafting system is currently pointless) So I do not see how a bigger stash = less trips to town. Also, in D3, you have to spend 10k to get an extra 2 rows in your shared stash, you can do that.. 4 times I think and then you have to spend 100k to get an extra tab, I think that is certainly a step backwards in game design.

I haven't played GrimDawn or TL2 so I can't comment on their systems.

I am not saying that they shouldn't make the stash bigger, but I am saying that a bigger stash doesn't automatically mean fewer trips to town. To have fewer trips to town, you need to be discerning on what items you pick up and what items you leave.

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

Happy hunting/fishing
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BrecMadak wrote:
Chris himself should really make a sticky post saying "inventory space will not be changed by any means, stop asking about" like, so that we won't see the same shit cycling every now and then.

Enough is enough.

Edit: We want to see some creative things to be posted, not this senseless subject.


Look.. we are all beta testing.. not all of us have been around as long as the next person. Sure.. if there was a sticky saying that, then fine.. but there isn't.

It's not "shit".. it's actualy, genuine players' concerns. Not just one, annoying individual but multiple players asking for these changes to be made because they see some genuine problems with this aspect of the game. They are not simply saying "give us more room for loot!" they are giving real reasons and constructive feedback.. and if a beta is not about getting feedback from the players, I don't know what the purpose of it is.

If you don't like this subject, don't read it.

By even replying at all in this thread, you are bumping it up to the top of the list, thus doing the exact opposite of what you wanted. If this was a non-issue, it would get swallowed up by the other actual issues. The fact that it does keep "cycling" up again and again should make it obvious (though obviously not obvious enough for people like yourself) that it is an important issue to many players.
I start for 3 days now, and I find myself every 3/4 mins going to town to empty the inventory.
Not saying its wrong, but its annoying, for one reason...

Since we don't have money to buy/sell things, and we use a trading system (I do love this btw). We get trading items by selling the drops in shops. So we want to grab max we can, so we can buy things.

So inventory space its a lot important in the game, not saying we should have the double what we have now.

But maybe one more line would be good, we would pass from 60 (12x5) to 72 (12x6).

And we could stack way better the itens.
2x2 4x2 3x2
2x2 2x2 3x2
2x2
Last edited by Solpige#7599 on May 28, 2012, 10:29:03 AM
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Wittgenstein wrote:

Diablo 3 has a bigger stash, and I fill it up quickly and go back to town every 30 minutes or so to sell it all (because the crafting system is currently pointless) So I do not see how a bigger stash = less trips to town. Also, in D3, you have to spend 10k to get an extra 2 rows in your shared stash, you can do that.. 4 times I think and then you have to spend 100k to get an extra tab, I think that is certainly a step backwards in game design.

I haven't played GrimDawn or TL2 so I can't comment on their systems.

I am not saying that they shouldn't make the stash bigger, but I am saying that a bigger stash doesn't automatically mean fewer trips to town. To have fewer trips to town, you need to be discerning on what items you pick up and what items you leave.



Essentially, no matter how big the inventory is, you're going to run out of space fast if you pick up everything. By having an extra row, it is not really going to solve the problem of filling up the inventory so fast.. a different playstyle is needed for that. However what it would do is allow for the items that are in the game to be organised better and maximise the existing room in your pack. When I put stuff in my bag, in real life, I don't, arbitrarily leave big gaps of emptiness.. I just keep stuffing things in until it becomes full.

So whether there is a new row or the ability to rotate items or even items get a makeover for how much grid-space they take up.. whatever solution they come up with is fine.

I've heard that they intended for it to be only be able to carry 3 bows but allow to carry 20 claws... that's fine.. that's the size of those items.. bows are big, claws are small..

This counter-arguement doesn't address the concerns of pack space not being utilised efficiently. It's not about the amount of items so much as a perception that the space in the pack is being used effectively.
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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.


Well put, I happen to agree.. Having to go back to town to sell is a fun interruption to the adventure at hand.. Don't take the fun away by making it an annoyance due to the frequency .. Inventory Lifetime as you put it, SHOULD definately be longer, I agree, to me the only debateable thing is how ...
not sure if someone mentioned this earlier but what of sockets(in weaponry)
,as it is everything kinda looks right(as opposed to off) considering how many sockets a weapon can have
,as to inventory space im sure dev is still working on it and have given tons thought ,there are many ways to 'fix' this issue while still having it unique(compared to other games)
,though still at some point yuoll be only picking things yuo need as opposed to just trade(i think?)
,or a pet/companion system? ,something different though from Torchlight/Fate
,or fine as it is maybe?
Having played for a week, here are my impressions on the inventory system:

Glorious. I am perfectly capable of deciding for myself which items I want to keep and which items I want to pick up. I don't need to be handheld all the way to town to decide that.

To me, limited inventory space is a few things:

A) Realistic. The only possible way I could support a large increase in inventory space is if every item you picked up reduced your move speed. You pick up too much crap, you start moving at 10% normal speed. I would also expect said inventory space to be managed via bag/backpack equipment.

B) Immersive. I feel like the characters are actually poor, and can't afford to carry their life on their back. A small inventory space means, to me, that every decision the character makes is important. You can't just pick up every piece of cloth on the ground.

C) Goal-oriented. If the inventory space was bigger, I'd pick up every damn thing that struck my fancy, useful or not. This is largely meaningless, because most of those items are worthless, and in order to make them useful, I'd have to spend a fortune.

Currently, while running around, there are 3 steps I do when determining to pick up an item: Does its attributes fit my character? Does it have the right slots? Is it equal or better than what I'm using? If it exceeds all 3, then I will pick it up. It doesn't matter if it's white or blue; whites have the same value to me because I can always make a white item blue anyway. Rare items will always be picked up because of the higher rewards in Orbs and the higher chance of being a better item.
I like the PoE style of pack space more. It's more realistic. And this is coming from someone who loves Torchlight with the silly fun pet carrying features as well.

The thing is when I'm in the mood for Torchlight I play Torchlight. I play PoE for a more hardcore and realistic experience. Bows take up more space than pants. And yes, my main is a ranger.
Last edited by triggerhippy#6780 on May 30, 2012, 12:58:36 AM
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light487 wrote:
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Wittgenstein wrote:

Diablo 3 has a bigger stash, and I fill it up quickly and go back to town every 30 minutes or so to sell it all (because the crafting system is currently pointless) So I do not see how a bigger stash = less trips to town. Also, in D3, you have to spend 10k to get an extra 2 rows in your shared stash, you can do that.. 4 times I think and then you have to spend 100k to get an extra tab, I think that is certainly a step backwards in game design.

I haven't played GrimDawn or TL2 so I can't comment on their systems.

I am not saying that they shouldn't make the stash bigger, but I am saying that a bigger stash doesn't automatically mean fewer trips to town. To have fewer trips to town, you need to be discerning on what items you pick up and what items you leave.



Essentially, no matter how big the inventory is, you're going to run out of space fast if you pick up everything. By having an extra row, it is not really going to solve the problem of filling up the inventory so fast.. a different playstyle is needed for that. However what it would do is allow for the items that are in the game to be organised better and maximise the existing room in your pack. When I put stuff in my bag, in real life, I don't, arbitrarily leave big gaps of emptiness.. I just keep stuffing things in until it becomes full.

So whether there is a new row or the ability to rotate items or even items get a makeover for how much grid-space they take up.. whatever solution they come up with is fine.

I've heard that they intended for it to be only be able to carry 3 bows but allow to carry 20 claws... that's fine.. that's the size of those items.. bows are big, claws are small..

This counter-arguement doesn't address the concerns of pack space not being utilised efficiently. It's not about the amount of items so much as a perception that the space in the pack is being used effectively.


Bolded your last point as I feel that is the actual issue here, not the space available but the way the space is allocated.

You are correct, and the only way to get around that is to allow the player to spin the item tetris like IMO.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing

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