Bag slots vs. Strength

Post » Wed Sep 01, 2010 10:04 pm

I don't care how many times this has been posted, so save that response.

I just want general opinion: How many like the idea of bag slots and how many people like the idea of strength determining how much you can carry?
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Nick Jase Mason
 
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Post » Wed Sep 01, 2010 10:42 am

I vote strength since it's more realistic.

This isn't WoW. ;)
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stacy hamilton
 
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Post » Wed Sep 01, 2010 9:44 am

Strength, by far. Bag slots might be convenient and less number-crunchy, but it makes absolutely no sense why a ring takes up just as much space in my bags as a two handed sword or a horse (yes, horses fit in bags in WoW)
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D LOpez
 
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Post » Wed Sep 01, 2010 10:17 am

I vote strength since it's more realistic.

This isn't WoW. ;)

Agreed. Bag slots work great for a game like WoW..but..this is TES, and Strength denoting encumbrance is the way to go IMO. Just seems realistic, and natural, considering it's been like this for a long time.
Don't fix what's not broken.
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JAY
 
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Post » Wed Sep 01, 2010 11:50 am

Don't fix what's not broken.

^

Strength vote for me.
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Maddy Paul
 
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Post » Wed Sep 01, 2010 10:13 pm

Encumbrance system, easily.
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Danel
 
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Post » Thu Sep 02, 2010 12:14 am

Strength of course. Adding a way to take acount of volume would be the only change that wouldn't upset me. I like the system as it's now anyway.
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Kelly Tomlinson
 
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Post » Wed Sep 01, 2010 9:02 am

Was it ever confirmed whether or not attributes were even in the game? If there is no strength then how do they regulate how much you can carry?
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Lucky Girl
 
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Post » Wed Sep 01, 2010 9:25 am

Was it ever confirmed whether or not attributes were even in the game? If there is no strength then how do they regulate how much you can carry?


They never said anything about removing attributes. There's really no reason to assume that they wouldn't be included.
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Aman Bhattal
 
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Post » Wed Sep 01, 2010 4:33 pm

Like the inventory slots in Dragon Age: Orgins? 'Cause I hated that, and I waaaaaay prefer the encumbrance system.
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April
 
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Post » Wed Sep 01, 2010 1:14 pm

They never said anything about removing attributes. There's really no reason to assume that they wouldn't be included.


The fact that they said that you get to choose a boost to hp, magic, or fatigue each level is a hint at attempts to remove attributes. Also the fact that they took out their structured Major/Minor system which is how they regulated attribute growth.
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Paula Ramos
 
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Post » Wed Sep 01, 2010 11:56 pm

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.
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KU Fint
 
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Post » Wed Sep 01, 2010 2:49 pm

Strength, hands down.
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Anna Watts
 
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Post » Wed Sep 01, 2010 10:21 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.

As said earlier, I wouldn't mind a volume measuring system, but it would be very hard to implement, as it's not only a question of volume unities, as the shape of the objects should be considered at least to some extent.
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sam smith
 
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Post » Wed Sep 01, 2010 10:02 am

The fact that they said that you get to choose a boost to hp, magic, or fatigue each level is a hint at attempts to remove attributes. Also the fact that they took out their structured Major/Minor system which is how they regulated attribute growth.


They stated that they wanted to make it a more natural system. Manually selecting stat boosts at level up isn't a very natural system. Since there are no classes, and no major/minor skills, the level up system including stat bonuses would because increasingly more frustrating (as players naturally want to maximize level up affect, and the prior method was already cumbersome, throwing in more skills that contributed to level up at indiscernible amounts would make it increasingly so). Those things may associate with attributes, but it's a stretch to assume that they're out. It's far more likely that if they were to be removed, they would have announced that at the same time they announced that classes were being removed.
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u gone see
 
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Post » Wed Sep 01, 2010 9:39 pm

They stated that they wanted to make it a more natural system. Manually selecting stat boosts at level up isn't a very natural system. Since there are no classes, and no major/minor skills, the level up system including stat bonuses would because increasingly more frustrating (as players naturally want to maximize level up affect, and the prior method was already cumbersome, throwing in more skills that contributed to level up at indiscernible amounts would make it increasingly so). Those things may associate with attributes, but it's a stretch to assume that they're out. It's far more likely that if they were to be removed, they would have announced that at the same time they announced that classes were being removed.


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).
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Janette Segura
 
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Post » Wed Sep 01, 2010 11:22 am

See how It's looking as if they have cut character attributes and are relying soley upon skills for charecter development, they'll probably use a bag system this time around (or possible perk implementation)
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Lisa Robb
 
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Post » Wed Sep 01, 2010 8:19 pm

Strength, by far. Bag slots might be convenient and less number-crunchy, but it makes absolutely no sense why a ring takes up just as much space in my bags as a two handed sword or a horse (yes, horses fit in bags in WoW)


That depends on how the system is done, though, in some games, every item takes up one square, but a more logical approach is to have different items take up different amounts of space, a ring might take up only one square, for example, while a larger item might take up multiple squares, of course, this still isn't completely realistic as the space in your bag wouldn't actually be a completely flat space, I also recall when playing Diablo, which used to use this kind of system, why I couldn't turn an item on its side so that it would fit if there isn't enough vertical space for it, but still, it definitely makes more sense than all items taking up the same amount of space.

In the end, though, neither system is completely realistic, because either one leaves out factors that would be important in real life, just because you have enough space in your bag to carry something doesn't mean you'll be able to lift it once it's inside, at the same time, just because you can pick something up doesn't mean there will be enough space in your bag to fit it in. I'd say the most realistic system would be to have both, actually, you have a limited amount of space in your inventory, but you can also carry a certain amount of weight, but in my experience, such a system generally ends up rendering one of the factors irrelevent because you end up reaching the other one first all the time, thus you can effectively ignore the other one because chances are you'll reach the first one sooner anyway, so really, you only actually need one, and out of the two, I think I prefer a weight based system, as it's less restricting, if you have enough weight left for something, you can carry it, you don't need to worry about positioning things in your inventory so there's as much space for large items as possible, thus avoiding some potentially annoying micromanagment, it also allows the amount of items you can carry to be determined by how you play, rather than limited to a static number which you may be able to expand when you get a chance to gain items that increase inventory space.

However, it's been speculated that attributes have been removed from Skyrim, this hasn't been confirmed, though, so whether its relevent or not weights to be seen, if it's true though, I'm not sure how Bethesda would handle the inventory.
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Miguel
 
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Post » Wed Sep 01, 2010 2:39 pm

They already make the atributes nearly useless in Oblivion. Taking out seems the logic next step. Max encumbrance could be calculated by your max fatigue, by perks or could be equal to everyone.
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leigh stewart
 
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Post » Wed Sep 01, 2010 6:50 pm

It's very possible they could just make your weight increase the speed of fatigue drain
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Lewis Morel
 
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Post » Wed Sep 01, 2010 3:43 pm

Since there is another thread just like this one, I'll quote what I put in that one.

The inventory is where I really care the least about realism. Since there is no way I'm actually going to lug around 2 armor sets, a bow, quiver + arrows, my sword... not to mention all of the scrolls and potions etc, and not be extremely slowed down.

I don't want to have to bring a wheelbarrow into a dungeon with me just so I can carry away all the loot I get from it. Though with the current system in place I do decide which items to keep based on a weight/septim ratio. I think it works fine as is.

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Juanita Hernandez
 
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Post » Wed Sep 01, 2010 1:04 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).


That's what is done in many of the more popular mods which streamline leveling into natural processes. It also fits in quite well with the leveling system which scales individual skills and there levels to levels. The health/fatigue/magicka choice is a method to customize a character that doesn't have an established class and giving the player direct intervention into it. The stat boosts were cumbersome in that maximizing the use of it almost required metagaming, which is generally considered a no-no in RPGs.

Of course, that's just my opinion. All I'm saying is that concluding that attributes have been removed is a serious conclusion jump.
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joseluis perez
 
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Post » Wed Sep 01, 2010 10:24 am

The chance we have atributes like strength is.. almost nil.

Id expect race and perks handle it now... likely mercantile perks.
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alicia hillier
 
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Post » Wed Sep 01, 2010 3:31 pm

That's what is done in many of the more popular mods which streamline leveling into natural processes. It also fits in quite well with the leveling system which scales individual skills and there levels to levels. The health/fatigue/magicka choice is a method to customize a character that doesn't have an established class and giving the player direct intervention into it. The stat boosts were cumbersome in that maximizing the use of it almost required metagaming, which is generally considered a no-no in RPGs.

Of course, that's just my opinion. All I'm saying is that concluding that attributes have been removed is a serious conclusion jump.


What is done? I listed a couple things
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james reed
 
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Post » Wed Sep 01, 2010 11:13 am

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:
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Milagros Osorio
 
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