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HereForTheBeer: ...
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orcishgamer: Why are the fuckers even charging you? You're usually saving the world and therefor their ass, one would expect a little more gratitude.
I know right. Not even a discount!
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HereForTheBeer: - And when I do screw up in the sale process, let me buy the item back during the same transaction without losing my shirt in the process. Seen a few games that will give you about 50% of the value when you sell, and then charge you double just to get it back even though you haven't finalized the commerce dialog. "Dude, we haven't even exchanged money, yet!" "Too bad - all sales are final, even though we haven't finalized the sale." "Yeah, but I'm here three times a week!" "All. Sales. Are. Final!"
Some games have this. More need to. I know Dragon Age has this feature, and I played another that had it not that long ago, but I'll be damned if I can remember what it was.
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HereForTheBeer: - why do the games hardly ever have quests given by the shopkeepers? Don't they notice that I'm some colossal badass, what with all the dragon teeth, ogre skulls, etc., that I'm constantly bringing in? Don't they think I can handle some problem they're having with bandits raiding caravans?
Some games do. On top of my head I recall Quest for Glory series and Jade Empire. Probably KotOR series too. I agree that we need more games like these.
I freaking love it. And Neverwinter Nights 1 has the prettiest inventory ever!
http://image.gamespotcdn.net/gamespot/images/2002/pc/rpg/nwn/nwn_790screen003.jpg

I strongly detest any casual players that say "I want to carry ALL THE SHIT I CAN FIND because planning and thinking is so hurtful to my brains!"

Casuals go home!
Post edited June 25, 2012 by keeveek
It depends on the type of game and well, RPG style. In diablo-esque games (Action RPGs) it doesn't really matter altough I prefer if items are easy to sell and pick, preferably automatically somehow.

In actual RPGs I prefer if it's a little more old school where a) you need to choose what to pick up and by that between things you need, not between something actually need and not need of course and b) that actually pick up items and have to move them around in an interesting way.

When it comes to items in RPGs however I really don't like non-permanent items that have a charge or limit amount of usage because that will just screw up if I use it in the wrong time so that usually makes me save everything of scrolls and potions just in case I need. I would prefer if it was less of that but still actually challenging. This is usually not an issue in itself in case the game is relatively easy (you don't need every potion or scroll to progress further).
I hate inventory management in RPGs. I don't care about being realistic. I don't play as a magic wielding warrior because it's realistic.
Post edited June 25, 2012 by maycett
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orcishgamer: Why are the fuckers even charging you? You're usually saving the world and therefor their ass, one would expect a little more gratitude.
That shit doesn't fly in tabletop:

"What kind of rooms would you like? We have common rooms, fine rooms..."
"We would like 'Free Rooms' because your entire town is going to be destroyed by hobgoblins in days, and we're the only people who can do dick about it. Send in the mayor when he's free or you are all on fire."
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keeveek: I freaking love it. And Neverwinter Nights 1 has the prettiest inventory ever!
http://image.gamespotcdn.net/gamespot/images/2002/pc/rpg/nwn/nwn_790screen003.jpg

I strongly detest any casual players that say "I want to carry ALL THE SHIT I CAN FIND because planning and thinking is so hurtful to my brains!"

Casuals go home!
This isn't about hardcore and casual, this is about developers that are too lazy to come up with a workable solution.

I'm not quite sure what the real solution is, but it's a broken mechanic which doesn't really add much to the gameplay value. You end up having to carry around a crapload of useless items and for some types of games you need some of them to pass various check points or quests and often times it's the main or only way of getting the money to buy better gear.

I'm not sure about TES or some of the other games, but it always felt broken in Fallout to be running around with 30k in caps and not having anything worth buying. You'd think that in a post apocalyptic future that somebody would have something interesting to sell when they know somebody that loaded is running around.
Ouch.. I never knew people actaully did not enjoy the IMS (Inventory Managment System) within games. Myself Personally, I love the IMS. The more complex, and advanced it is the happier I am. Whether it is "realistic" or not is not really indictive of whether or not it is a hindrence. The more variation the better. I enjoy knowing what I can hold, or not. Usually the more restrictive the better.

(Example: Biohazard to Biohazard3, and Biohazard: Outbreak)

People in the majority however, I suppose are what society would label as A.D.D.. That of course is a broad, and gross generalization. I'm much more sure it is nothing more then laziness, or rather a groomed behavior to how easy games have generally become as society grows more to accept games in general, and the games themselves are what most would say are streamlined to suit a broader audience (I call it dumbing it down, and a lowering of expected standards.) The IMS is probably why I also heavily enjoy RPGs, TPSs, FPSs, and other excepting variations such as MMOs, RTS, Strategy, and Simulation. Most have an in-game IMS. Of course RPGs in general will typically have a more engrossed, and detailed IMS then other games.

The IMS allows one to achieve a more indepth understanding to the said game in general (all depending of course.) I read in here that someone stated DragonAge:Origins in particular was a bit too (shall I say) heavy. Which I do not find to the case. It was all very neat and well established, organized, and easy to understand (atleast more so then most I shall say.)

On the topic though of certain games let us talk about The Elder Scrolls series. Someone pointed out that it is one of the very few games that seem to make people hoarders. That is partially subjective, or more precise dependant upon the player behind the character. I gather a lot of loot in all of RPGs, and especially in a TES title. I'm not a hoarder though. I gather, and collect certain objects in which I procure/acquire and resell. It's just a shame that few games offer true depth. Which is why I both love, and loathe EVE: Online. By that I mean it's a shame because, I enjoy an advance IMS, and the best way to utilize an IMS is by using economics, and real world mechanics (I suppose that is the simplest way to put it as such.)

If anyone here has ever watched/played Dot.hack//, or read the (manga) series ID_entity you may have an easier time understanding. Of course when it comes to Dot.hack// it's a big mixture of streamline, and complexity.

Still I had no idea people disliked the IMS so much. It's a personal savior of gaming in my opinion. Is it always needed? No, but it helps to add a huge layer of depth to the game(s) in question. I find it a bit ubsurd really, but as I said I suppose it's just another sign of the times. However, you cannot deny that it can be very beneficial, and more importantly necessary.


Edit: If you would much rather like to talk about what is really hindering the majority of most games I would suggest talking about, and disscusing the usage, and introduction of [i]perks[i/] into games. Especially when concerning online portions of games, and capped games such as The Elder Scrolls V: Skyrim as a prime example. Especially when compared to past TES titles such as The Elder Scrolls III:Morrowind, and The Elder Scrolls IV: Oblivion as just such as examples. Not that perks are inherently bad, unnecessary, or the alike.

(Also thumbs-up to the coining of "IMS".
Post edited June 25, 2012 by Rorek
It is a bit like trying to cope with the influx of my work emails on my seriously undersized inbox which becomes full in less that two months' worth of emails.

Earlier I used 60% of my work time trying to cope with the inbox, carefully trying to keep only those emails that I really needed, saving attachments to my hard drive, deleting old items from the calendar etc. Just like I used 60% of my Diablo 2 or Ultima 7 playing time juggling with the inventory and the repository (stash).

Later I mastered the art of local pst files, so I started moving all my emails from the inbox to them and reading them from there (if I remembered). Diablo 2 should have something similar, and I am not talking about that small stash in the home village either.

Maybe the games should have storage space that you can rent in the game? Blizzard could make big bucks with that in e.g. Diablo 3 (I don't know if inventory space is a problem in Diablo 3 like it was in 2, but it is never too late for Blizzard to make it a problem).
Post edited June 25, 2012 by timppu
Do I love Inventory Managment - yes and no lol

I didnt when I started playing games, because I wanted to carry everything - "just in case" lol

Now because I realise it helps me plan my tactics and approach, I really enjoy it, as it makes me think ahead of time.

The only time I dont enjoy it, is when I realise my tactics are totally wrong and I still keep dying, so I have to change everything - that being said, that is my fault not the games - hopefully as I continue to play, it will happen less often.
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HereForTheBeer: ...
Well in Morrowind, good deals always raise disposition (and disposition gets lowered when the merchant feels cheated.) Also, half the island hates you, other half is indifferent to you and the Ashlanders tribes and a few individuals are the only ones who know that they can trust you, so yes, no one gives you free stuff :D In Skyrim, however, when you help a town, things in homes and shops procedurally lose ownership, so you actually CAN take stuff for free out of gratitude.
What I often don't get is all the looting.
Specifically the stripping of weapons and armour from all of your defeated foes. Did anyone ever do that in real life?

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Fenixp: Oh yeah, TES games are probably the only games ever where people hoard stuff for no good reason and then complain about it as if someone was forcing them at gunpoint :D
I blame the fact that like every barrel and crate holds a ton of food yet there's no hunger system.
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Post edited June 25, 2012 by Aaron86
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Aaron86: I blame the fact that like every barrel and crate holds a ton of food yet there's no hunger system.
And that is why I never play TES games without it :-P

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Aaron86: What I often don't get is all the looting.
Specifically the stripping of weapons and armour from all of your defeated foes. Did anyone ever do that in real life?
Well it's kind of like people complaining about being able to get into buildings, steal everything and then sell it all. Some people just don't deserve chice...
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Aaron86: What I often don't get is all the looting.
Specifically the stripping of weapons and armour from all of your defeated foes. Did anyone ever do that in real life?
Absolutely. My dad used to carry thermite around for that very reason during Vietnam. He'd always have some handy in case he looked like he'd have to abandon his radio or to disable a vehicle.

It's not as common now as it was previously, but Sun Tzu counseled generals to do just that at ever possible opportunity.

Firearms are a bit touchier, but still, during WWII it was common practice for that sort of thing to occur. Or at least I think so, if I cared more I'd research the USSR's tactics during WWII.