Why do you care if I stock up on 99 Hi Potions?Mr.K. said:Well you do need limits on your inventory otherwise people will just stack up some shit that will make them immortal
Why do you care if I stock up on 99 Hi Potions?Mr.K. said:Well you do need limits on your inventory otherwise people will just stack up some shit that will make them immortal
There are a great many reasons to have an inventory weight or item limit. I'll just list the ones that come to mind immediately:Johny_X2 said:Now I do not condemn the mechanic itself. I mean, it's just another tool in a designer's box, isn't it? It even makes sense in games in which resource management is a major focus. survival horror is a great example of this. The thing is, I just don't see what point it has in most RPGs. It seems to only serve to put hurdles in the way of exploration.
Thank you! As a Dungeons and Dragons Player and DM both, I have MANY MANY times asked the question: Yes, I know it's within your weight capacity, but WHERE in your backpack are you fitting that Seven Foot Longspear? Or, And How many Tower shields were you planning on carrying the 10 miles back to town? My other favorite was "I fill my backpack with these Adamantine ingots!" Ok, sure. They weigh 500 lbs together, and your backpack is made of canvas, sewn with Twine. It is now ripped, and in need or repair. If you are going to have ANY inventory management, do it right. It's no fun if your charatcer can carry every item in the world.Zach Myers said:I disagree and actually find games that remove weight limits as "dumbing down" the game. While I do understand the idea of inventory management being "unfun", I would be downright pissed if games stopped using it. Ideally this is because having infinite carry space drastically effects the economy in the game so that the only way to balance it is to require the player pick up and sell everything because every item is calculated into the player's budget so everything buyable is super expensive - or - ignore it entirely usually resulting in the player being a millionaire and the most expensive thing in game only costs 5,000 gold. RPGs with a bullshit economies lose me pretty fast.
Skyrim is so bad I had to install mods that blasted player prices and STILL set self imposed inventory limitations. I didn't do it because I enjoy being broke or am a masochist. I did it because I like gear progression and in a game with an economy that makes me a bajillionaire, once I hit 50,000 gold there is no more of that really, now its just leveling progression and I am only level 12. I like being broke at level 12 if max level is 80 because I see cool stuff and can't afford it at low levels which makes sense, I have to work for it in that economy. SO that when I do get it, it actually feels like an accomplishment. I like spending all my gold on an awesome new upgrade knowing it may be some time before I can afford another one.
Ultimately, I see removing it as dumbing it down so the player doesn't have to do any math. It isn't hard math either, its basic division. Elementary school level division that I can do in my sleep. Most if not all of us probably can. Locating the center of a board is actually harder math than a any game's weight limit system. I will do math if it aids the game's economy gladly. This is a "whole is greater than the sum of its parts" thing for me. Is it fun to juggle that stuff? Not particularly, but it makes the overall game more enjoyable. It amazes me the amount of open world games we have today and that in-game economic systems are so terrible compared to the purely mediocre ones of yesteryear.
Which makes it doubly impressive because as far as I'm aware RE4 is the only RE game without a crap inventory system.Mikejames said:I'm usually frustrated when explorative games prolong things with an item limit, but I was fond of RE4's system.ThingWhatSqueaks said:In theory I think the idea of weight based inventory management can work. In practice I'm having a hard time coming up with a game in which it actually did work. Whereas Tetris style inventory has numerous examples that work. Most notably Resident Evil 4 and Deus Ex: Human Revolution.
Something about physically sorting your weapons and color-coding your limited supply of grenades before the jubilations of buying a bigger apache case resonated with me.
I thought that Torchlight handled this very well. Here's your familiar/pack animal it says. Why not sent him/her/it back to town with all your junk while you continue exploring? Why yes Torchlight I think I will.Shoggoth2588 said:Weight-Limits definitely add to the experience if you're interested in role playing but as a game play mechanic, it seems kind of useless. Kind of like weapon-limits in FPS games; the claim is that limitations force players to think strategically but in practice it just slows you down half-way through a dungeon because you know you have to quickly get out, sell off some of your crap and then go all the way back through...
Because those same people complain about how easy the game is.WeepingAngels said:Why do you care if I stock up on 99 Hi Potions?Mr.K. said:Well you do need limits on your inventory otherwise people will just stack up some shit that will make them immortal
I've never played Torchlight but that sounds like a brilliant work-around. Torchlight is a bit old though isn't it? It's a shame other RPGs haven't taken to using a similar mechanic despite other RPGs having companion characters who could act in much the same way.ThingWhatSqueaks said:I thought that Torchlight handled this very well. Here's your familiar/pack animal it says. Why not sent him/her/it back to town with all your junk while you continue exploring? Why yes Torchlight I think I will.Shoggoth2588 said:-snip-
And just how many guns would you like to carry? How many gunz can YOU carry? How many guns do REAL soldiers bring into battle? 2, maybe 3. All while wearing 60lbs more than a fully Kitted out Knight in Full Plate armour, longsword, Dirk, shield and we'll give him a Flail and a Sir-coat for good measure.Sleekit said:actually i fecking hate it...but i've seen it said enough times....mostly here tbh.sageoftruth said:Does anyone really like that element from modern FPSs? I figured people just complacently accepted it.Sleekit said:wait...let me get this right...so the weapon carrying limit that came in with Halo is generally viewed as modern/realistic/cool/whatever and one of the big things that particular much vaulted game supposedly introduced to the FPS genre for the better...but a carry limit in an RPG like game is somehow a gaming abomination now ?...
That is so beautifully elegant, why can't I do that in Skyrim?Shoggoth2588 said:I've never played Torchlight but that sounds like a brilliant work-around. Torchlight is a bit old though isn't it? It's a shame other RPGs haven't taken to using a similar mechanic despite other RPGs having companion characters who could act in much the same way.ThingWhatSqueaks said:I thought that Torchlight handled this very well. Here's your familiar/pack animal it says. Why not sent him/her/it back to town with all your junk while you continue exploring? Why yes Torchlight I think I will.Shoggoth2588 said:-snip-
No I don't and what's wrong with telling those people that they made it too easy for themselves instead of opting for inventory limits. Most people probably don't find inventory management to be a fun part of a game, more like a chore.Risingblade said:Because those same people complain about how easy the game is.WeepingAngels said:Why do you care if I stock up on 99 Hi Potions?Mr.K. said:Well you do need limits on your inventory otherwise people will just stack up some shit that will make them immortal
Trying to find space in my inventory for three eggs and a Largemouth Bass isn't nearly as hilarious when I can't see the appropriate amount of space they're taking up.ThingWhatSqueaks said:Which makes it doubly impressive because as far as I'm aware RE4 is the only RE game without a crap inventory system.Mikejames said:I'm usually frustrated when explorative games prolong things with an item limit, but I was fond of RE4's system.
Something about physically sorting your weapons and color-coding your limited supply of grenades before the jubilations of buying a bigger apache case resonated with me.