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	<title>Comments on: Annoyed About: Action-RPG Inventories</title>
	<atom:link href="http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/</link>
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		<title>By: Psychopomp</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-81920</link>
		<dc:creator>Psychopomp</dc:creator>
		<pubDate>Tue, 26 Aug 2008 09:23:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-81920</guid>
		<description>@Derek K.

&quot;And at least in D2, if you had unlimited space, you’d have unlimited charms, and thus UNLIMITED POWAH. &quot;

fixed.</description>
		<content:encoded><![CDATA[<p>@Derek K.</p>
<p>&#8220;And at least in D2, if you had unlimited space, you’d have unlimited charms, and thus UNLIMITED POWAH. &#8221;</p>
<p>fixed.</p>
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		<title>By: Danny</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-74095</link>
		<dc:creator>Danny</dc:creator>
		<pubDate>Thu, 31 Jul 2008 18:26:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-74095</guid>
		<description>You know, they could solve a lot of the problem by reducing loot drops that are worth taking to fairly few, and giving you so many stupid loot drops that you don&#039;t bother picking them up. 

Example: 

You wander through a ruined mountain town. There are pickups everywhere, from old empty lanterns hanging on the walls to boards you can pry loose to use as clubs. The most anal-retentive players will clean out the town, stripping everything that they can interact with and selling it even though it might fetch zero currency. Then again, other players will pass it all by, grab what they need right then, maybe a couple pieces of valuable loot, and move on. 

The problem with Diablo is that you end up finding a full load of loot that has about a 5% chance of being something you want to use, but a 60% chance of being something worth selling. Because of this, most people don&#039;t bother checking the value of things they pick up since so much of it is valuable. 

Morrowind did it right. If you cared, you could clean out every little thing in every cave, dungeon, and house. You could pick flowers all day. There was enough junk in a single house out in the swamp to load you down. But it wasn&#039;t worth taking back, so you generally left it. 

Except the really nice pieces. And you could totally tell what was worth taking and what wasn&#039;t. Steel armor? Meh. Ebony longsword? YES MOAR PLZ

I think the idea of always-existant inventory is a great one. Solves all the problems of pickpocketing too. Plus your carried / worn equipment can take damage from incoming attacks in a predictable manner. No longer do you need to have an &quot;armor&quot; stat based on what armor you&#039;re wearing. If the incoming attack hits your armor, it will damage the armor and possibly penetrate to hit you. You can choose to not wear a helmet for better visibility, or not wear gauntlets so you can use your bow and pick locks easier. But if you get hit in the hands, it effectively bypasses your armor. 
And if you&#039;re carrying a backpack full of GP, you&#039;re better-protected from behind. But someone could hit your pack and make all the shineys spill out!

I want to play that game. Tell Blizzard to spend some of their shiny gold rocks on a truly revolutionary game and see how many people leave WoW.</description>
		<content:encoded><![CDATA[<p>You know, they could solve a lot of the problem by reducing loot drops that are worth taking to fairly few, and giving you so many stupid loot drops that you don&#8217;t bother picking them up. </p>
<p>Example: </p>
<p>You wander through a ruined mountain town. There are pickups everywhere, from old empty lanterns hanging on the walls to boards you can pry loose to use as clubs. The most anal-retentive players will clean out the town, stripping everything that they can interact with and selling it even though it might fetch zero currency. Then again, other players will pass it all by, grab what they need right then, maybe a couple pieces of valuable loot, and move on. </p>
<p>The problem with Diablo is that you end up finding a full load of loot that has about a 5% chance of being something you want to use, but a 60% chance of being something worth selling. Because of this, most people don&#8217;t bother checking the value of things they pick up since so much of it is valuable. </p>
<p>Morrowind did it right. If you cared, you could clean out every little thing in every cave, dungeon, and house. You could pick flowers all day. There was enough junk in a single house out in the swamp to load you down. But it wasn&#8217;t worth taking back, so you generally left it. </p>
<p>Except the really nice pieces. And you could totally tell what was worth taking and what wasn&#8217;t. Steel armor? Meh. Ebony longsword? YES MOAR PLZ</p>
<p>I think the idea of always-existant inventory is a great one. Solves all the problems of pickpocketing too. Plus your carried / worn equipment can take damage from incoming attacks in a predictable manner. No longer do you need to have an &#8220;armor&#8221; stat based on what armor you&#8217;re wearing. If the incoming attack hits your armor, it will damage the armor and possibly penetrate to hit you. You can choose to not wear a helmet for better visibility, or not wear gauntlets so you can use your bow and pick locks easier. But if you get hit in the hands, it effectively bypasses your armor.<br />
And if you&#8217;re carrying a backpack full of GP, you&#8217;re better-protected from behind. But someone could hit your pack and make all the shineys spill out!</p>
<p>I want to play that game. Tell Blizzard to spend some of their shiny gold rocks on a truly revolutionary game and see how many people leave WoW.</p>
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		<title>By: FhnuZoag</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-68507</link>
		<dc:creator>FhnuZoag</dc:creator>
		<pubDate>Mon, 14 Jul 2008 13:07:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-68507</guid>
		<description>Belated, but am I the only person who likes Diablo&#039;s inventory system, and others like it (especially Res Evil 4)? I had hours of um, fun, rearranging my stuff into aesthetically pleasing schemes.</description>
		<content:encoded><![CDATA[<p>Belated, but am I the only person who likes Diablo&#8217;s inventory system, and others like it (especially Res Evil 4)? I had hours of um, fun, rearranging my stuff into aesthetically pleasing schemes.</p>
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		<title>By: Azhrarn</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-68026</link>
		<dc:creator>Azhrarn</dc:creator>
		<pubDate>Sat, 12 Jul 2008 20:34:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-68026</guid>
		<description>Well, my fondest memory of solved inventory dilemma&#039;s must be the Djin shop keeper in a bottle you get at some point in the &quot;Shadows of Undrentide&quot; expansion for Neverwinter Nights. 
A good shop with exotic expensive items and a point to sell all your pointless loot, and best of all you can carry him with you!</description>
		<content:encoded><![CDATA[<p>Well, my fondest memory of solved inventory dilemma&#8217;s must be the Djin shop keeper in a bottle you get at some point in the &#8220;Shadows of Undrentide&#8221; expansion for Neverwinter Nights.<br />
A good shop with exotic expensive items and a point to sell all your pointless loot, and best of all you can carry him with you!</p>
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		<title>By: FaceOmeter</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-67628</link>
		<dc:creator>FaceOmeter</dc:creator>
		<pubDate>Sat, 12 Jul 2008 01:42:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-67628</guid>
		<description>though there are times when i find a nice protracted inventory reshuffle extremely satisfying</description>
		<content:encoded><![CDATA[<p>though there are times when i find a nice protracted inventory reshuffle extremely satisfying</p>
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		<title>By: Ian</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-67027</link>
		<dc:creator>Ian</dc:creator>
		<pubDate>Thu, 10 Jul 2008 15:06:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-67027</guid>
		<description>Really? I can&#039;t imagine ever or wanting having enough stuff to need (let&#039;s say, with fairly big bags plus free bank slots)  90  item slots. :p</description>
		<content:encoded><![CDATA[<p>Really? I can&#8217;t imagine ever or wanting having enough stuff to need (let&#8217;s say, with fairly big bags plus free bank slots)  90  item slots. :p</p>
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		<title>By: Hmm-hmm.</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-67025</link>
		<dc:creator>Hmm-hmm.</dc:creator>
		<pubDate>Thu, 10 Jul 2008 15:01:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-67025</guid>
		<description>Heh, well, that wasn&#039;t that case for me.</description>
		<content:encoded><![CDATA[<p>Heh, well, that wasn&#8217;t that case for me.</p>
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		<title>By: Ian</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-67023</link>
		<dc:creator>Ian</dc:creator>
		<pubDate>Thu, 10 Jul 2008 14:56:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-67023</guid>
		<description>In WoW you can have, with bags and banks, more slots than you&#039;d truly need, but to get the most of your bag slots you&#039;d need fortuitous drops and/or shed loads of wonga.</description>
		<content:encoded><![CDATA[<p>In WoW you can have, with bags and banks, more slots than you&#8217;d truly need, but to get the most of your bag slots you&#8217;d need fortuitous drops and/or shed loads of wonga.</p>
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		<title>By: Hmm-hmm.</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-67018</link>
		<dc:creator>Hmm-hmm.</dc:creator>
		<pubDate>Thu, 10 Jul 2008 14:50:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-67018</guid>
		<description>Butler&#039; wrote: &lt;cite&gt;A great read, thanks. IMO, and like with so many other things, WoW does it best.&lt;/cite&gt;

Wait, are you serious? Certainly, WoW has a lot of space for items, but remember that people generally play MMOGs for a long time. If you want to keep vanity items, old quest rewards and gear you like, different sets to use, and who knows how many trinkets, reagents, tradeskill-related items, tokens (I get a headache just thinking about all the tokens), mounts, quest items.. 

Let&#039;s just say that given the type of game, I think that WoW doesn&#039;t have that much space available at all if you disregard the use of alts for storage purposes.</description>
		<content:encoded><![CDATA[<p>Butler&#8217; wrote: <cite>A great read, thanks. IMO, and like with so many other things, WoW does it best.</cite></p>
<p>Wait, are you serious? Certainly, WoW has a lot of space for items, but remember that people generally play MMOGs for a long time. If you want to keep vanity items, old quest rewards and gear you like, different sets to use, and who knows how many trinkets, reagents, tradeskill-related items, tokens (I get a headache just thinking about all the tokens), mounts, quest items.. </p>
<p>Let&#8217;s just say that given the type of game, I think that WoW doesn&#8217;t have that much space available at all if you disregard the use of alts for storage purposes.</p>
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		<title>By: Al3xand3r</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-66974</link>
		<dc:creator>Al3xand3r</dc:creator>
		<pubDate>Thu, 10 Jul 2008 13:34:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-66974</guid>
		<description>Voltaggia I think the problem is offering a good, simple inventory system without however losing customisability. I don&#039;t want my character to just get the next best, I want to get the next best fitting to my play style, my strengths, or the playstyle I want to try next. So I might try a weak but fast weapon which may pierce armor, or a slow but strong weapon which may stun an opponent, or two hander for added effect or a 1 hander for the shield carrying ability or a ranged weapon for obvious reasons. Different weapons for different situation is also interesting, for example how you need different weapons and strategies for different monsters in Monster Hunter.... I&#039;d like developers to expand such features, but coming up with good inventory systems is a must also. Still, I don&#039;t think I&#039;d find Diablo II esque inventories a problem if the rest of the game was good, and if they didn&#039;t give you a shitload of junk loot that you actually NEED to make money...</description>
		<content:encoded><![CDATA[<p>Voltaggia I think the problem is offering a good, simple inventory system without however losing customisability. I don&#8217;t want my character to just get the next best, I want to get the next best fitting to my play style, my strengths, or the playstyle I want to try next. So I might try a weak but fast weapon which may pierce armor, or a slow but strong weapon which may stun an opponent, or two hander for added effect or a 1 hander for the shield carrying ability or a ranged weapon for obvious reasons. Different weapons for different situation is also interesting, for example how you need different weapons and strategies for different monsters in Monster Hunter&#8230;. I&#8217;d like developers to expand such features, but coming up with good inventory systems is a must also. Still, I don&#8217;t think I&#8217;d find Diablo II esque inventories a problem if the rest of the game was good, and if they didn&#8217;t give you a shitload of junk loot that you actually NEED to make money&#8230;</p>
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		<title>By: James T</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-66889</link>
		<dc:creator>James T</dc:creator>
		<pubDate>Thu, 10 Jul 2008 09:00:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-66889</guid>
		<description>I&#039;m conflicted in STALKER, as I think the inventory system is a fair one (except in the way the damned thing auto-stacks in really inconvenient ways sometimes; don&#039;t put my fucking anti-rads at the bottom of the pack!), but even if I suppress my packrat instincts, I find that once I&#039;m carrying a decent amount of ammo for my guns, the mere act of &lt;i&gt;walking&lt;/i&gt; quickly tires me out so I can&#039;t move.  It makes sense, but what with the great distances, I prefer to dash unimpeded to my destination, so, screw it, I use a trainer.  Unfortunately, this severely unbalances endurance-sapping artifacts... but I still find the game sufficiently tough to be gratifying, so it works out nonetheless.</description>
		<content:encoded><![CDATA[<p>I&#8217;m conflicted in STALKER, as I think the inventory system is a fair one (except in the way the damned thing auto-stacks in really inconvenient ways sometimes; don&#8217;t put my fucking anti-rads at the bottom of the pack!), but even if I suppress my packrat instincts, I find that once I&#8217;m carrying a decent amount of ammo for my guns, the mere act of <i>walking</i> quickly tires me out so I can&#8217;t move.  It makes sense, but what with the great distances, I prefer to dash unimpeded to my destination, so, screw it, I use a trainer.  Unfortunately, this severely unbalances endurance-sapping artifacts&#8230; but I still find the game sufficiently tough to be gratifying, so it works out nonetheless.</p>
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		<title>By: Voltaggia</title>
		<link>http://www.rockpapershotgun.com/2008/07/07/today-im-annoyed-about-rpg-inventories/comment-page-3/#comment-66886</link>
		<dc:creator>Voltaggia</dc:creator>
		<pubDate>Thu, 10 Jul 2008 08:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2060#comment-66886</guid>
		<description>Ever played Bard&#039;s Tale? An action-RPG game, but with very little vendor problems. Weapon advancement is linear. Example: first sword does 20 damage, next one 50, next one 60 and has a magic aura, next one 80 with magic aura and mana burst and so on, so every new weapon is a direct improvement with all the benefits of the inferior one. Also, all items you pick up are automatically converted into money, and when you buy a better weapon / armor, the old one is converted into money too.</description>
		<content:encoded><![CDATA[<p>Ever played Bard&#8217;s Tale? An action-RPG game, but with very little vendor problems. Weapon advancement is linear. Example: first sword does 20 damage, next one 50, next one 60 and has a magic aura, next one 80 with magic aura and mana burst and so on, so every new weapon is a direct improvement with all the benefits of the inferior one. Also, all items you pick up are automatically converted into money, and when you buy a better weapon / armor, the old one is converted into money too.</p>
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