About the inventory, stash and item size
Can we please, PLEASE get the size of items toned down.
It's bloody annoying to pick up a few items and have a full inventory already just because certain items take up way more slots than others. 8 slots for a 2hander really? I don't even understand what the purpose of this mechanic is, sure, it's just as tedious as Diablo 2's inventory management and it's realistic, but Diablo 3 did it way better. It saves you from casting 1000000 portals just to turn them into alterations. It kills the pace of the game if you farm with a lot of MF. Needless to say my stash is crying with the amount of stuff in it. I can't afford to spend money on more stash space because I'm having issues even paying my health insurance these days and finding work is more difficult than ever, but even if I did, I wouldn't pay for it because it doesn't fix the inventory problem either. So yeah, a change is more than welcome and I honestly don't get why they didn't go with this from the beginning. Someone that wants to play an ARPG and not Tetris by aligning blocks 24/7, signing off. This thread has been automatically archived. Replies are disabled.
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I think "Tetris" is a good representation of "item weight" from old D&D, minus the movement speed bonuses/reductions.
a big, heavy 2H hammer should take up 8 slots, because it's big and heavy. this makes perfect sense, and I enjoyed such a system in Diablo 2. however, I think it's quite outdated today, and especially in Path Of Exile. still, it really didn't bother me until I got to maps. filling-up with stuff and exiting the map to vendor them off, should not cost you an Eternal Laboratory portal as if you died. you're being penalized for gathering loot, and that's utterly ridiculous. at the bare minimum, there should be a button to auto-sort the inventory and stash, and extra "sacks" you can find which increase your inventory size. I'm not saying "make it a micro-transaction" because "increased stash tabs" is already pushing the borderline of Pay To Win. it really does matter if you have it or you don't - unlike a glowing pet or a sexy helmet. also, please GGG put a vendor inside the lab so I won't need to exit to town each time, risking a client crash. Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on May 12, 2013, 2:53:23 AM
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TL2 was so amazingly great in this aspect. Better than any RPG I ever played. 1 item, 1 slot, lots of slots in inventory, which is also compartmented based on item type. Great!
But the cherry on top was obviously the pet. No portalling to town crap. Give loot to pet, send pet to town, pet returns with money... and even ITEMS!!! Great!!! And the cherry on the cherry? That Minecraft pixelated sword :) It allowed your pet to get back in 15 seconds I believe. Creativity and usability at their best. Professional game design, the type that will inspire next games in the genre. placeholder for creative sig
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" one of the very, very few things I don't like about Torchlight 2, is this one-item = one-slot approach to inventory. sure it removes the hassle of inventory management, but there's no realism in that. seriously, a giant sword or cannon taking up the same space as an amulet/skull/ember? Titan Quest's "Tetris" with additional sacks gives a better "feeling of inventory" in my opinion, and is also much better than what Path Of Exile does. the pet is awesome though. and not only as a mule but also as a summoner, fighter and buffer/healer :) Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on May 12, 2013, 5:05:17 AM
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I already posted this in another thread I can't find now.
Like JohnKeys, I'm quite content with varied sizes for different items. It's the kind of realism that I don't want to miss (yes, you can argue that in a world where magic is used, undead are abroad etc. there's no realism to start with - but some things should just stay normal. In Diablo II you had a very special box whose inside was bigger than the outside - that was acceptable, because it was a highly magic artifact, crafted by the acme of magi in ancient times. Seeing that a big ass sword that is really big when wielded is as big as a dagger in the inventory - that's just weird, and it's the DIII way). BUT, the tetris minigame could be cancelled. Let each piece of equipment have its size and give the inventory a size (84 squares like it is now, for example). If I put 10 great mauls into it, that leaves me 4 squares for orbs, scrolls, whatever, even gloves, but I don't have to solve a puzzle because I wanted to carry 10 mauls instead of 84 rings. Increasing the size is not so important, imo. I mean, even carrying my exemplary 10 mauls is kinda unrealistic (especially when even one is beyond your strength so you couldn't wield it), but since loot is a very important part of an arpg, I guess we'll have to live with it. Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía Te sientes tan fuerte que piensas - que nadie te puede tocar |
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" There's no need for realism here :P These are magic bags, the "Bag of Holding" type, no man would be able to fight with a collection of staves and armours on his back hehe. So the space really doesn't matter. Realism in the fantasy RPG genre is what the developer wants it to be :) placeholder for creative sig
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This would break the central design tenant of the game though would it? I mean I thought this game was designed to sell stash tabs. If they alter the size of things or give more tabs to boot then they're going against their 1st design principle for the game!
But seriously... the excitement that could be had by finding a Vaults of Atziri is mitigated by the task of having to play it and dealing with just 6 portals. Instead of a fun loot free for all I have to gather all the shit and decide what to take up... which then becomes not even worth the time I think. For hardcore where you aren't dying it seems a harsh limit and if you get disconnected while playing the map it's crippling for no good reason (it's not like you're quitting to disconnect to save from a death on a map with no monsters). I thought the portal limit was interesting the first time I played a map and it was on Softcore and some people died and couldn't return to finish with myself the other two who managed to stay alive. But when you're not dying it just feels like another burden managing what you're going to bring back up and then if you actually want to keep anything you have to have the stash space for it. And this game has tons of different items. Between the ilvl of items mattering, socketing, currencies, gems, maps... I feel cheated by the formulas that allow people to reroll items and stuff or trade for higher level currencies because in that sense it almost feels like pay to win since they can buy the extra space to do those things whereby most people just have to sell them and make do with a pittance in comparison. And people can buy tons of tabs... so there doesn't seem to be any reasonable limit. They're removing a limit from themselves that the rest of us must deal with by paying. If I were to pay for something this would be what I'd want as it adds functionality to the game as opposed to merely being a cosmetic effect on my character. Something great to have would be that if currencies didn't take up space, but each could have a dedicated slot with unlimited capacity. Kind of like gold in Diablo 2 it's essentially a dedicated slot to just pile it in without taking up normal item space. |
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I wouldn't mind altering the size of things. But it would have to be well done. At the moment it works in a fairly effective way, changing it would require it to have the same effect of limiting the amount you can carry without trivialising it (D3/TL2 have trivialised carrying items), while also providing a better experience than the current obvious member.
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" Well that takes out all the fun of knowing what to pick up and organizing your loot. I would like to see a resident evil 4 style change though, where you can rotate items to fit better in your inventory. |
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" I made exactly this suggestion early on OB, but it was poorly received (didn't visit the topic in weeks though). People said it would result in inventory size increase, so... You like organising loot? I find it just a timesink, when you could play the game and kill stuff instead. And in TL2 (from which the system described is) you still have to manage loot, see if there's something useful, give useless stuff to pet etc. Fits very well with the alert style of play, TL2 is much faster than PoE, I think this is how an ARPG should play, although I don't mind slower play either. placeholder for creative sig Last edited by Undon3#5633 on May 14, 2013, 3:42:00 AM
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