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orcishgamer: I really see no point in the extra two slots in TW. I know a few people use torches and the like but I just never found them useful. I usually carry an Assassin's Dagger in the one because it looks cool.
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Fenixp: Also, I've noticed a few sync kills where Geralt knocks an armored opponent down, draws a dagger, and starts stabbing him in gaps in armor. Anyway, I've sometimes used the extra slots for carrying two silver swords of similar type with two different enhancements, for instance one against insectoids and one against drowners.
You cannot have 2 silver swords in the latest patch according to the wikia entry. You can keep a pair of normal swords though, one that focuses on disarm/pain and one on extra damage, that's what I usually end up with.
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orcishgamer: Dues Ex HR, as much as I loved it, had just about every stupid ass inventory trope ever, including have to spent a limited resource to upgrade it.
Yeah I agree, but it never really bothered me so much in HR simply because money was abundant so no incentive to sell and I went non-lethal throughout the game.

But what I really meant by encumbrance systems was stuff like in Arcanum where you start taking stat penalties if you're carrying "too much." What a crappy idea. It wasn't too bad there though since you had multiple mules.
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Fenixp: Yeah, The Witcher 1 addressed this fairly well. You only carry stuff like potions, food and drink, small things like that. Then you have 2 sword slots on your back and 2 'misc' weapon slots on your belt, and an alchemy bag, where you store all your ingredients.
Yeah that sounds pretty nifty! I've yet to play the game though, will try do get it done this summer I hope.

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Fenixp: Surely you wanted to say Morrowind's approach, with the gold respawning only like a week later or so
In Morrowind vendor gold restocks after 24h.
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orcishgamer: ...
Really? I thought you can put one in the 'small weapon' slot. Oh well, my memory is probably broken as usual.
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FraterPerdurabo: In Morrowind vendor gold restocks after 24h.
Come on, it was at least 72!
edit: Oh noes, you're right. My memory is VERY BROKEN.
Post edited June 24, 2012 by Fenixp
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FraterPerdurabo: Yeah that sounds pretty nifty! I've yet to play the game though, will try do get it done this summer I hope.
Having waited a long time to play TW I have to say, just put it at the top of your list, it's really, really good. The wikia can take care of any questions if you're the anal sort (like me) that doesn't want to miss anything, they even have a checklist page with things to do every chapter if you want to use it. There's a lot of meat to TW and it's of the delicious steak variety.
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orcishgamer: Having waited a long time to play TW I have to say, just put it at the top of your list, it's really, really good. The wikia can take care of any questions if you're the anal sort (like me) that doesn't want to miss anything, they even have a checklist page with things to do every chapter if you want to use it. There's a lot of meat to TW and it's of the delicious steak variety.
I tried it when it first came out but got bored within the first hour due to the sucky combat and very slow gameplay. You were arbitrarily running around in this castle as your destination was really far for no apparent reason. Took forever to move from one room to another. From what I've heard from others, it also has a lot of long-distance fedex.
The EE has naturally since come out and I've heard that it fixes a lot of these issues, but I'm not terribly interested in fantasy settings. Actually, I got as far as the intro video about a month ago and just thought - meh, yet another uber cool magic tough guy dishing out an ass-whopping all around. Yawn.
I will definitely play it and I hope it will be during this summer, but I will have to get into the mood for it.

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Fenixp: Come on, it was at least 72!
edit: Oh noes, you're right. My memory is VERY BROKEN.
Skipping 24+1 is very, very vivid in my memory still :P
I don't have a problem with them and I played lots of RPGs I do not know why people complain
I hate it if the space in my backpack capacity is strongly limited and I need to go find an ingame shop to sell things regularly extremely boring.

I can accept if the amount of inventory effects combat skills. After all that's realistic.

I love changing my outfit or my weapons at hand or combining herbs and mixing my own power drink.

So I don't want to spend too much time with organizing the inventory but wthout it the game in question would feel like something is missing probably.
Post edited June 24, 2012 by Trilarion
I don't love it, but it is a integral part of the genre.

I guess many people hate it since in today's ADD action oriented trend most people just want to charge stuff running through the game.

Older RPGs always had a strong tactical side to them so planning ahead was a big thing, planning to cover all your corners with limited resources.
Inventory management completely ruined Throne of Darkness for me.

I liked it that you could buy donkeys for extra loadcapacity in Dungeon Siege though.
I actually like a certain degree of inventory management, simply because I grew up playing AD&D where keeping track of your loot was a decent aspect of the game, though we never actually meticulously tracked all of the weights of everything except in a very general sense. You could only carry as much stuff as a person could conceivably carry, and the rest was loaded on mules or carts or wagons or kept in storage at the nearest town. The idea that a single person can carry 17 swords and 11 full sets of plate armor and 200 potions and 5 lit torches and 40 pounds of fresh vegetables all at once is rather silly. Computer games have an advantage in that they can do all of the bookkeeping for you, which allows you to track weights and sizes of items without it becoming burdensome.

However, it's very very easy for this to go sour. In Daggerfall, for instance, cash weighs a LOT, so you are forced to go to the bank regularly and convert everything into letters of credit just so you can walk around, and if you actually wanted to buy something with all that dough, you had to convert it back into cash at the bank. It didn't really add anything to the game, it was just annoying. Likewise, Diablo's constant inventory jigsaw puzzle wasn't really fun for anyone either. Personally I prefer something like Fallout or Morrowind that only judge things by weight, not by some arbitrary number of inventory "slots." This still leads to some size-vs-weight issues like carrying around 400 oranges, but it's the best system I've seen.

Of course, you could just do like Kotor did and have everything be weightless with no limitations of any kind, but I find that ridiculous, even if it's the simplest and easiest approach.
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StingingVelvet: I dislike it when it's overblown, like in a Diablo game for example. Dragon Age as well, too much management. Honestly call me an asshole but I loved how Mass Effect 2 did it, different weapons to choose from that are unique but not 1,000 of them. Add in upgrading and it would be perfect, maybe like Deus Ex.

Yes actually, Deus Ex has the perfect RPG inventory.
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orcishgamer: I think you have a good point with ME. A couple of base item types with slottable upgrades could provide all the variety you could ever need (you could even allow upgrades to be removed, this encourages use I find, unremovable upgrades I suspect almost never get used, I'd love to see some statistics on this, but I'm 90% certain I'm right).
Actually, they did introduce exactly that in ME 3: three weapon upgrade slots for each weapon. Once you found/bought the upgrade, anyone able to handle a specific weapon type could choose to use said upgrade of which there were multiples for each weapon slot. All weapons were reconfigurable to one's liking if one ended up not liking a particular module.
I guess it depends on how much 'realism' you like in your RPGs. Even though it may be ridiculous that you can carry 7 1/2 tonnes of items with your frail little wizard, I personally find it more ridiculous to waste an hour or more of my gaming time making 47 trips back and forth from a dungeon to a vendor just to be able to collect and sell all my loot. If it has nothing to do with game mechanics and hasn't got any real effect on gameplay, I far prefer being able to load a complete blacksmith's inventory into my backpack and to hell with realism.
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bevinator: ...Dagerfall... and if you actually wanted to buy something with all that dough, you had to convert it back into cash at the bank.
I seem to recall being able to use letters of credit as is, without the need to visit the bank to convert them back to cash, thus making most trips unnecessary. Set an anchor at the dungeon entrance, loot everything, recall to anchor, dump everything in the cart. Continue exploring. Once done, go to bank, set anchor, go dump everything on a merchant, recall to bank, deposit everything, get a letter of credit.
Daggerfall was one of the games I liked the inventory system, especially pre-patch, when one could steal 100s of horses for a nice profit ;)
Hm, I don't mind inventory management as long as it is in a game where you are supposed to have to make tactical choices in regards to what to bring, and the game does not throw too much stuff your way.
Otherwise it tends to become pretty annoying pretty fast.
I don't love it - I'm obsessed with it, spending way too much time on it. ;)

All joking aside, I like the paper doll thing and I like having choices in what to wear, which weapons to equip, which items to use etc. I don't really like inventory restrictions and in that regard I have a hard time playing Baldur's Gate after being spoilt by Neverwinter Nights (which has an inventory probably 20 times the size of BG and other Infinity engine games). The sad thing is that even in NWN I manage to fill the inventory quickly. The more space there is the more cluttered and chaotic my inventory gets. I think in Gothic you didn't have to worry about that and could carry everything you wanted to, but then again it was a little tedious to search for specific items in your inventory.

But what I really hate is either having to run back to town every five steps in order to sell stuff and make room for new items again or playing a game where loot is so abundant and trashy that you don't really care about it anymore. I much prefer getting gold instead of junk items and then spend it for items I really need, or having a junk grinder in my inventory that allows me to immediately turn all junk into cash (like in DeathSpank), or when finding items is very rare but always meaningful, less quantity in loot, but of higher quality.
Post edited June 24, 2012 by Leroux