Bag slots vs. Strength

Post » Wed Sep 01, 2010 9:59 pm

How about grid based view but items still have weight?

I prefer grid based for ease of sorting and management, but like weight limits rather then slot limits.


Plus if they went pure slot based, what good would burden or feather spells be?

And even WoW has attributes. :thumbsup:


Grid based is difficult on consoles so it's hard to port. Also don't compare the awesomeness of TES with WoW
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Charlotte Buckley
 
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Post » Wed Sep 01, 2010 1:59 pm

Strength. End of story.
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RUby DIaz
 
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Post » Wed Sep 01, 2010 11:40 am

I'd rather have more strength to carry everything instead of purchasing more/larger bags.
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Hazel Sian ogden
 
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Post » Wed Sep 01, 2010 2:32 pm

I really couldnt give more a damn than what I not care right now. Since there seems to be no attributes, its up in the air how encumbrance will be managed, if at all. Whatever the answers, this forum will get pretty funny when they come by. cant wait.
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Alex Vincent
 
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Post » Wed Sep 01, 2010 1:43 pm

Different items of the same class weigh different. Such as leather armor weighs much less than steel armor, so it would make little sense for both pieces to take up the same amount of inventory space.
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El Goose
 
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Post » Thu Sep 02, 2010 1:22 am

Assuming attributes are in, Strength based encumbrance of course. Failing that, the Grid/box system similar to say, Dead Space, Diablo(s) and other Survival Horror games (Albiet expanded a bit) would be better than Spatial-compression bags we see in MMO type games. That could also be a logical advantage to having a mount(Horse or whatever), being able to use the mount to carry extra burden in a more limited inventory system like Grid/box.

That said, I don't see any compelling proof that Attributes have been taken out. I think Bethesda is trying to figure out how best to implement them, to make them a lot more naturalistic, and "Behind the scenes" like in Fallout 3-NV (I personally love that attribute system, minus the insanely low cap of 10, which works in that universe, I don't think it'd work in Elder Scrolls). So where does that leave attributes for the Elder Scrolls? Well, an emphasis is being placed on making each race feel much more unique, I don't think it's a far stretch that we might just see a static attribute increase with primary modification on race. For example a Nord would gain less intelligence per level, than an Atlmer, but that's totally different discussion. I think there's just too much in The Elder Scrolls assumed game system that takes Attributes for a given, such as Encumbrance and Disposition, to even begin to think they've been removed. When we start hearing about changes in regards to systems like that, then it's time to start the speculation engine in earnest.
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Sabrina Steige
 
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Post » Wed Sep 01, 2010 11:58 pm

I wouldn't mide a mix of both. You can only carry the amount that'll fit in one bag. But with a higher strength, you can carry more bags.
Don't know how that would work in practice, though. So I voted strength.
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Loane
 
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Post » Wed Sep 01, 2010 8:59 am

How about strength and slots? Have you played Ultima Underworld? It works well there. You also would have to think what you take with you on your journeys.
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Dylan Markese
 
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Post » Wed Sep 01, 2010 9:35 pm

I'd like to see a strength-based system, but handled much more realistically. No matter if you're extremely strong, you shouldn't be able to CARRY a full set of armor unless you're wearing it. And it should be much less demanding to carry 10 pounds of iron than 5 pounds of hay, for example. Encumberance should matter - it always irked me how you could basically pick up anything that wasn't nailed down, and how unrealistically low "weights" were set.

I think gameplay would immensely benefit by this. You'd only pick up the loot which is genuinely worth it; you wouldn't carry several backup weapons while adventuring, but you'd keep your encumberance to the minimum, even limiting the amount of potions you can carry; and when your torch goes out or you break a lockpick, it DOES matter because you don't have nineteen spare ones, but one or two. You would be able to pick up armor and weapons off your slain opponents, but not without sacrifices; if you find a claymore you particularly like, and you really want it, you'd better be willing to discard your own, or face severe encumberance penalties.

Of course, to allow for better gameplay, a (droppable) backsack could be allowed, and your mount(s) could also be laden with loot. But YOU would only carry the strict necessary on yourself. I mean, what's the point of making weapons breakable when you can basically have as many spare ones as you want?

...oh, and all this should be made optional, for less "casual" players, just like the "hardcoe" mode in Fallout NV.
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Czar Kahchi
 
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Post » Wed Sep 01, 2010 11:14 am

Both.
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Lyndsey Bird
 
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Post » Wed Sep 01, 2010 7:04 pm

I don't care if bag slots is an easier system for weak characters, it doesn't make sense. Strength proportional to carrying capacity ftw.
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Honey Suckle
 
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Post » Wed Sep 01, 2010 11:15 am

How about both (in case people want actual realism)?
I mean, even though you can carry 1000kg of items, it doesn't mean you have place form them.
Also, if you have place for something it doesn't mean you can carry it since it could be too heavy.


Thank you!
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Jonathan Windmon
 
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Post » Wed Sep 01, 2010 12:16 pm

How about grid based view but items still have weight?

I prefer grid based for ease of sorting and management, but like weight limits rather then slot limits.


Plus if they went pure slot based, what good would burden or feather spells be?

And even WoW has attributes. :thumbsup:

I would like to try a mix of both aswell. :)

But some people get nagry if they have to think to much.(Nagry - Like angry but they nag.(I'm just trying to cover up my my typo))
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Daramis McGee
 
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Post » Wed Sep 01, 2010 9:34 pm

I voted "slots," because it's more fun to play 'inventory management' that way, it's like a mini-game of its own.
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Kathryn Medows
 
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Post » Wed Sep 01, 2010 1:39 pm

Well they already mentioned that they included manually selecting stat boosts at level up so I don't see your argument there. Honestly the only way I can imagine them managing attributes in their new system would either be giving a set number per level to increase (like Diablo or D&D) or keep skills segmented into attribute types then give a stat bonus for ever set number of levels in skills by that attribute (not tied to the leveling system).

Multiple mods who automatically increase your attributes as you increase skills, you gain two points in one hand weapons this raises your strength one point.
Yes you can do it more fancy pretty easy, with skills raise two attributes say one hand give you 0.4 to strength, two handed give you 0.6.

Downside of removing attributes is that things like how much you can carry, how fast you can run and lots of other things will be the same for all at all levels. It looks like all perks in Skyrim is related to skills. Few general perks
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~Amy~
 
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Post » Wed Sep 01, 2010 9:20 pm

I voted "slots," because it's more fun to play 'inventory management' that way, it's like a mini-game of its own.

A very frustrating 'minigame' I must say.
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Eliza Potter
 
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Post » Wed Sep 01, 2010 7:05 pm

There should be added "Both" -option to the poll.
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Noely Ulloa
 
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Post » Wed Sep 01, 2010 11:04 pm

Both of course.

Bag slots should ofc not be as simple as 1 item = 1 slot. 1 slot could hold 15 rings, or 2 potions, or 1 sword. Or 1 potion and 7 rings. For example. I'd also make it depend on what items the player already has (bags etc.) and where it is. At the belt, for example, you could carry a sword but not a longaxe. Such a large weapon would have to be held in one hand at all times. In a small backpack, you cannot carry a sword (except for short ones), but several potions and lots of money, for instance. Obviously, if you carry a dagger or potion there, you'd have to put down the backpack first, open it, and then take out the items before you can use them, which'd make it inconvenient in combat.

This also means you'd have to bring a horse or somesuch if you were to carry multiple heavy, large items with you, such as after defeating bandits in a camp and with the intention to sell their stuff. Town guard's of course be sceptical when someone with lots of stuff tries to enter town and is not a known trader and has no explanation of where his expensive stuff comes from.
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Lynette Wilson
 
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Post » Thu Sep 02, 2010 12:23 am

My comment from the other thread:

This thread popped up a couple weeks ago, and someone showed the RE4 tiled inventory as an example...... and it still had the character carrying way above what a person could IRL. Several longarms, several sidearms, a rocket launcher, and piles of assorted other stuff. So, still no "realism" there.

An additional thought - the Elder Scrolls games, due to their "dead guys drop ALL their gear" system (which is more "realistic" than the usual "dead guy drops one random item" most games use), give you amazing amounts of loot. Even with the inventory as it is, you end up leaving lots of stuff rotting on the floor. It'd be very disappointing to reduce the amount you can carry even further.



I prefer grid based for ease of sorting and management, but like weight limits rather then slot limits.


Hmm, I've been playing with mods so long, I forget if the inventory view I have is customized. But it's never been hard to find stuff. Like.. the alchemy pane, has equipment at the top, then potions, then ingredients. And each of those sections is alphabetized. But is DaRN UI doing that? /ponder



-----
Thinking about it, with the way things are weighted in MW/OB and the number of items there are in the game, you'd need a HUGE grid. After running around exploring for awhile, I'll have hundreds upon hundreds of stacked items, certainly over a hundred different kinds.

Think about it - dozens of different alchemy ingredients, an array of charged & uncharged soulstones, books/notes/scrolls, lots of different potion types, sigil stones, various types of arrows, assorted "loot" items like gems & pelts..... and that's ignoring armor & weapons. And Skyrim will also add crafting materials?

No way it could be a grid, unless it was huge & multi-pane. At which point it isn't easier to sort & manage anymore.
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Kara Payne
 
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Post » Wed Sep 01, 2010 10:34 pm

Why would you want a huge inventory though? Just because there's lots of things that people drop, doesn't mean you actually should be able to take it all. Chose the best and take that.
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James Smart
 
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Post » Thu Sep 02, 2010 1:24 am

Strength ... because I always play the warrior of course :)
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Sunnii Bebiieh
 
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Post » Wed Sep 01, 2010 3:42 pm

Why would you want a huge inventory though? Just because there's lots of things that people drop, doesn't mean you actually should be able to take it all. Chose the best and take that.





dozens of different alchemy ingredients, an array of charged & uncharged soulstones, books/notes/scrolls, lots of different potion types, sigil stones, various types of arrows, assorted "loot" items like gems & pelts..... and that's ignoring armor & weapons. And Skyrim will also add crafting materials?



Even ignoring the gear that people drop. There's huge amounts of useful "stuff" in ES games. This isn't Diablo, where you've got a few potions & runes, and then anything else is swords & armor.

There's alot of "0.1" and similar sub-1-lb items in previous games. It's obvious that they expect you to carry lots of things. Making it a grid would greatly reduce the amount of things you can carry (unless they gave you a massive grid, which then defeats the purpose of the feature).


(Also, to take a page from all the other "oooh, they should do it like this!" "why?" threads...... I'm a packrat. I collect stuff. Why not give me the option to play the game the way I like? :whistling:)
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CHARLODDE
 
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Post » Wed Sep 01, 2010 5:56 pm

I wish I could vote for both. Tibia uses strength and bag slots and I think that systems works good because you cant put 3 cuirasses and 4 axes in your backpack because you're strong enough to carry it. But if I have to choose one, it will be strength.
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m Gardner
 
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Post » Wed Sep 01, 2010 2:56 pm

Strength and CE armor can make one a tank. And I like that.
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Heather M
 
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Post » Wed Sep 01, 2010 2:31 pm

Even ignoring the gear that people drop. There's huge amounts of useful "stuff" in ES games. This isn't Diablo, where you've got a few potions & runes, and then anything else is swords & armor.

There's alot of "0.1" and similar sub-1-lb items in previous games. It's obvious that they expect you to carry lots of things. Making it a grid would greatly reduce the amount of things you can carry (unless they gave you a massive grid, which then defeats the purpose of the feature).


(Also, to take a page from all the other "oooh, they should do it like this!" "why?" threads...... I'm a packrat. I collect stuff. Why not give me the option to play the game the way I like? :whistling:)


If it's an optional setting, sure.

But I don't see why a player character should be able to carry 50 books and potions with him at all times. That's what a house is for.
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Heather Dawson
 
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