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The Pub at MMORPG.COM  » Favorite Type of Inventory?

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29 posts found
  mmoski

Advanced Member

Joined: 6/27/08
Posts: 269

4/14/13 6:35:45 AM#21
Limited by weight is the most logical, (oh but what if you have a gaint feather) hehe.
  Helleri

Spotlight Poster

Joined: 5/26/08
Posts: 829

“If I had asked people what they wanted, they would have said faster horses.”- Henry Ford

 
OP  4/14/13 8:14:19 AM#22

  Is it? It seems to me limited by weight and size is most logical if your looking for realism, and if your looking for simplicity then by number...What is most logical seems dependant one what you are looking for point wise.

 

 But, there comes a point when logic goes out the window in a game to some degree. Because, you just need to make something work and not be a frustrating experience. I think that may be why the majority of people are for the simplicity of limited by number, and the close second is by weight or some combination of the two. So far, few people seem to have a liking towards limited by size. Even those who do don't seem to agree that it is more of a challenge (and appear to like it for that reason - at least in part). [that is of course just my interpretation of the data and information and may not be dead on the mark].

 

  And, I can understand the possible frustration with limited by size, as apposed to by weight or by number. Just last night I was on path of exile and had found a vial I was thinking about using. And, I couldn't fit it. It's size cost was two squares, I had the two squares free. I in fact had three free. But, no matter how I shuffled things around it simply would not work. And, I thought to my self "why can't I just rotate the vial like a tetrimino in tetris?"... And really, yeah...why can't I? Seems simple enough.

 

  If limited by size is indeed meant to act as something more realistic. Then realisticly; If I were trying in real life to fit one item in a container full of other items, I would first try to turn and rotate the item I was attempting to fit in the box, if things were not working out space wise. I might even force things a bit before I try re-organizing the whole box.

 

  So, here is a question. Would a limited by size inventory be less or more desirable if you could:

 

  1)  Rotate items to fit better in the space alloted.

  2)  Force fit items to some degree (lets say where an item takes up a space not required for the image to not be overlapping another image comes into contact with another such space of a different item, the new items empty square sits on top - layerd - of the other items empty box space).

 

  Further more, would those who currently prefer the limited by number inventory, be likely to change their preference were these two things the case in a limited by size inventory?

  AlBQuirky

Spotlight Poster

Joined: 1/24/05
Posts: 3466

Tomorrow's just a future yesterday...

4/14/13 9:11:36 AM#23

I fully believe that items should be rotate-able to fit.

LOL Just had a thought. Instead of inventory being "square" based, how about "octagonal" based? Now diagonals work :)

- Al

Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
- FARGIN_WAR

  Cephus404

Novice Member

Joined: 2/27/08
Posts: 3697

4/14/13 5:11:00 PM#24

I love how people want to pretend that *ANY* of these inventory systems are remotely realistic.  You're talking about someone being able to wander around carrying a dozen full suits of armor, a pile of weapons, all the crap from fetch-quests and still be able to fight, carrying all of that?  That's absurd.  Add in the millions of coins that people are often able to carry around and it gets even more ridiculous.

 

Stop worrying about realistic, none of it is.  Start worrying about fun.

Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
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  WW4BW

Novice Member

Joined: 12/03/06
Posts: 492

4/14/13 5:25:33 PM#25

I liked how it worked in EvE, By volume alone.

Total number of unique items in one container was also limited to 9999 I think and that usually wasnt a hassle, unless you were moving all your stuff from one place to another.

Having mass playing a role would have made sense I guess and I recon other games should have some sort of encumberance system on top for added realism.

I will have to insist on (almost) unlimited bank/vault space. It is so annoying when you have to make alts just to store crap or resources.

  Helleri

Spotlight Poster

Joined: 5/26/08
Posts: 829

“If I had asked people what they wanted, they would have said faster horses.”- Henry Ford

 
OP  4/14/13 8:22:24 PM#26

@ AlBQuirky

  A hexagonal system of storage while pheasible, I think to fit within an MMORPG would have to work within an MMORPG where the movement is also based on hexagonal tiles. I can vaugley recall having seen some RTS in the past that worked off griding anything which needed to be grided hexagonaly (there were also a ton of paper pencil games during the 70's and 80's that did this). Things do actually fit together better in such a system of griding and they do rotate better as tiles. I may play with this idea a bit.

 

@ Cephus404

  When I talk about realistic I mean more concisely, reasonable within respects to what we are doing. yes, it is unrealistic for a single player to carry dozens of suits of armor and other thigns and still fight. But, it is also unrealistic that they can do magic. So, we have to assume for what ever game we are playing, that we are within a universe where the laws of physics work a little differently.

 

  If you take these games back to their roots (Dungeons and Dragons)  we had bags of holding. You can fit a sword, some fully prepared meals, camping gear and potions and other things all in one small bag. And we are not effected much - if at all - by it's weight. We can even put the remains of fallen allies in the bag of holding for ressurecting them at a later point. The bag is magically enchanted. Things placed in the bag are not even really in the bag. The bag is better described as a portal through which we access a pocket dimension. But, even bags of holding have their limits (usually the limit directly corrilates to the limit of the power of the person who created the bag and the materials they used).

 

A fair rationalization is that our characters, usually within a world permiating with magical forces are working under some similar system of storage. Especially given that the first MMORPG's were attempts to bring Dungeons and Dragons like play into a virtual environment. And, that none of them have fully escaped this frame work or some of the key concepts for paper and pencil gaming

 

@ WW4BW

  As for not limitation at all...I think limitations are nescessary in most MMORPG's for the health of the game as whole. Having to at some point make a choice as to what to do with items we have regulates the economy in a game to some degree. A player will likely choose the most useful objects to them and leave less important things. what the player decides to sell vs. keep, collect vs. disgaurd...every player participating in this helps determine what is available on the market, what is harder to find, and what is junk beyond a certain level.

 

  The nescessity to make that choice at some point in order to progress in a smooth manner forces the player to take time out to deal with that as well. Meaning that beyond rate of drop items have a bare minimum amount of time they can be gathered in any amount of bulk in. The need to return to some sort of center for storage and comerce also slows the helps regulate the time in which level can be gained if they player hopes to profit otherwise while doing so.

 

  A limited inventory of some fashioon being far more common then an unlimited inventory and; that having some limitation can be good for the health of the game is why the scvope of this topic is limited to 'where it is the case, which do you prefer most and why?.' though i do realize with the last poll option I left it a bit open to steppoing outside of what is being discussed here.

  PAL-18

Apprentice Member

Joined: 4/14/13
Posts: 740

4/14/13 8:38:52 PM#27

UFO : Enemy Unknown

Should i pick that big gun which takes 6 slots and some HE bullets(which took 2 slots if i remember right) or laser gun because i have also better skill on it and 3 grenades, and i think there was some weight limitations too ,the more i carry then  i have less action points,not 100% sure about that.

And its really simple to use.

Perfect.

Even inventory can be a mini game and interesting one.

So, did ESO have a successful launch? Yes, yes it did.
By Ryan Getchell on April 02, 2014.
**On the radar:http://cyberpunk.net/**

  Helleri

Spotlight Poster

Joined: 5/26/08
Posts: 829

“If I had asked people what they wanted, they would have said faster horses.”- Henry Ford

 
OP  4/14/13 9:41:53 PM#28

  Haha...Yep, messing with your inventory can be a game itself. One of the more popular games of all time is essentially a game about sorting what you have into an alloted space (Tetris). Unfortunately, unless your easily entertained, the magical sense of accomplishment from making something fit - that you probably should have just discarded for the time wasted making it work - is short lived. And, beyond that, not the point of the game (if it were we could just play Tetris and call it a day). When an inventory works in such a poor manner that it facilitates us wasting a lot more time then we should have on figuring it out, it slows everything down too much.

 

[Bit of a digression here]

  And, thus the importance of a topic like this...Sure we are not speaking directly to game developers and telling them what we would most prefer they do. But, we are figuring out what we want, and coming up with ideas for how to improve upon what we have. And, more importantly we are figuring out what the majority wants, and how to comprimise on that to some degree to not completely off-put the minority at the same time.

 

Defining what we wish to see here helps us raise the bar on our expectations, and what developers must do to keep our interest...Even idle discussion like this has a ripple effect. And, I have to say, that so far i am really enjoying this thread. I would like to encourage those following it to get others in on it. The more people who participate in the poll and the discussion the more weight it has towards clearly showing what people are in favor of.

  WW4BW

Novice Member

Joined: 12/03/06
Posts: 492

4/14/13 10:16:38 PM#29
Originally posted by Helleri

@ WW4BW

  As for not limitation at all...I think limitations are nescessary in most MMORPG's for the health of the game as whole. Having to at some point make a choice as to what to do with items we have regulates the economy in a game to some degree. A player will likely choose the most useful objects to them and leave less important things. what the player decides to sell vs. keep, collect vs. disgaurd...every player participating in this helps determine what is available on the market, what is harder to find, and what is junk beyond a certain level.

 I pick up a lot of stuff in my game life time.. Sometimes its just a cool looking armor set.. sometimes its a bugged level 17 weapon that sometimes has its uses. Most often it is quest item, crafting materials, crafted stuff for personal use, crafted stuff for sale, stuff I bought cause it was cheap and Im trying to resell, or gear for different builds. Some times its just cow tools that look important but arent.. but you never know. Some times it is gear that Im collecting for an alt that I plan to make.

Im a hoarder, I know. But why shouldnt I be able to keep it all in bank vault or a chest in my house or several chests. Otherwise I will constantly run into a multi level inventory tetris game where I need to swap characters and borrow the guild vault.

  The nescessity to make that choice at some point in order to progress in a smooth manner forces the player to take time out to deal with that as well. Meaning that beyond rate of drop items have a bare minimum amount of time they can be gathered in any amount of bulk in. The need to return to some sort of center for storage and comerce also slows the helps regulate the time in which level can be gained if they player hopes to profit otherwise while doing so.

 I often pick my farm spots, as far as the game has farm spots, based on variety of loot (specificly lack there of),  by how well the items stack, and how many slots of inventory they take up. I am perfectly fine with not getting all sorts of useless junk weapons if it means I can continue later... But I dont mind gear drops in games so much.. I just prefer to farm where they are not when Im trying to make cash. And if they do drop for me I will leave most of them so I can have room for good stuff.

  A limited inventory of some fashioon being far more common then an unlimited inventory and; that having some limitation can be good for the health of the game is why the scvope of this topic is limited to 'where it is the case, which do you prefer most and why?.' though i do realize with the last poll option I left it a bit open to steppoing outside of what is being discussed here.

I do want personal bag space or inventory to have some issues to overcome. And I feel they should mainly be by volume. Not per some slot grid in the bag. cubic meters or cubic centimeters or litres or gallons or cubic feet..

Add to that some sort of encumberance system that takes into account the mass of items but doesnt limit how much to can cram into a container.. It will only come into effect if you try to move.
 

 

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