Oh boy, don’t do this mistake. PoE is doomed game.
It sounds a hell of a lot better than the version of Diablo 4 you’ve described to me that you want.
True. You know why? Useless ingame mechanics nobody ever cares about. Why? Because they’re simple systems, that could have been implemented into the game in a great way. Instead, there is the useless overcomplication of everything, that doesn’t add anything to the clunky gameplay, boring 10 act story, lack of build diversity (viable builds anyway). It doesn’t make the game deeper or wider. It’s just there. And guess what, they’re getting rid of it in PoE 2. I’m talking about the skill gem in the gear system. Esp the links and chains. Esp since you’re limited in the types of support gems, that can be linked to a specific skill gem. Which only further hurts creativity, build diversity. Actually, just makes the game much simpler, than it could have been and much more boring. And ofc leads to the cookie cutter builds, since gem X is always going to be better, than the gem Y.
Intellect builds on barbs should definitely be a thing.
I think you misunderstand what that means though. Doesn’t mean the barb is throwing fireballs. It means barb skills are being improved by having high intellect.
For those who care about immersion and such, presumably due to the barb using his skills in a more intelligent way, than throwing himself mindlessly at an enemy through brute force.
Anyway, I dont have any particular problem with barbs having telekinesis abilities.
Other than it serving absolutely no purpose when the good old “grab item and place it in your back”, achieves the exact same thing.
If D_cd = 0 and GroundItemAmount > X then D else if InvSpace > 0 then A else if MountSpace > 0 then B else if StashSpace > 0 and JediCharges > 0 then C else Wait Until D_cd = 0
Come on. Admit you are trolling.
PoE even has a more meaningful item hoarding limitation than the ones in this thread: Limited portals in maps
ok guys w/e keep going
i will unsub now
True.
Now you just have to include time and gold in the equation… And you’d be almost ready.
Just one question: Your preferred inventory capacity?
Studied judo logic did you?
You owe me a cup of coffee and a box of screen cleaners for that one.
that heavily depends on the item size
i prefer tetris so i am not opposed to a “bigger” inventory
but lets say you are able to carry like 10-20 gear pieces
No. Was born this way.
It really boils down to few factors . You want enough inventory so you don’t have to go back to town too frequently but that depends on how drops are spaced and the length of level segments. It has to match the natural pace of the game. It’s really no more complicated than that.
Deadly.
Hmm.
Melee sorcs, int barbs, ranged barbs, willpower rogues etc. I know Diablo is RPG-lite, but come on, stuff like that should be basic RPG support.
Don’t forget the Spear Mages.
You said something interesting about the problem, but your solutions are worst than the current state.
The problem it’s not with inventory, but the item itself. It’s their value for the player that item it’s too low. The concept of having some “gear” better than others ruined d2 and d3, on d4 most of the gear matter in certain ways.
The other issue you would generate would be for Barb, with his arsenal system reliant on his weapons(which means he needs to use at least 2 weapon types)
Like in the 1, the issue it’s not about space or weight(d2 and d3 had different inventory sizes and suffered of similar problems). It’s about player see the item as mat or currency, not like a item So the problem it’s with the item not with the inventory
This it’s like put a duct tape on a cracked duct. Can help temporarily but the issue will be there. So no it’s not a solution it’s just spend resources in a bad way to try to “help” with a issue without solving and eventually the problem become worst.
That could make some mobs not even worth to kill, while I think you trying to get better realism that also means players will ignore those monsters and devs just spend their time on nothing, that’s why they use RNG to make each piece of their work “worth” to interact, so you can get good stuff from breakable objects and so on.
Sorry, but you just “destroyed” all your argument so far. Not every single class has any kind of “proeficiency” in that to begin argue that it’s a “fine” suggestion. Barbarian aren’t know by their wisdom(moving stuff with their minds, they use str for it not minds), most likely the only ones who actually have any would be Rogue(which telekinesis would be “non immersive” because it’s non “natural” for her, maybe in a long shot considering Assassin from d2), maybe sorceress(but the game had in the past skill for it, making viable option, but didn’t really “had” any kind of “motive” to be in there in the first place) and druid(also making viable option, because of their know-hows of things).
So let’s begin with productive stuff, because the theme it’s nice. But sadly the suggestions aren’t.
The inventory concept it’s not the problem, because their size isn’t huge to generate that kind of problem. Some games shows the gear you pick up visually on your character while others uses a bag. The problem isn’t in there like I said before. It’s about what that loot means, if you pick 10 axes and each of one of them don’t provide any kind of value for you, you will have 2 choices:
1- pick it up to get mats or sell (which can be a problem)
2- leave in the floor (meaning it’s worthless)
With those 2 choices you get a bit value from one and nothing for the other. So that means the item as is needs to be revamped. Check their itemization post and you will see where they aim to land.
You don’t need unnecessary items, those you leave on the ground. That’s why they need to come up with what kind of gear you sell(having 2-10 times the price of the rest), what kind of gear you use(better RNG than yours) and what kind of gear you leave on the ground(worst RNG than yours).
Because if they keep providing mats from breaking stuff the issue of “too much stuff” in the inventory will be maintained. So instead they need to drop mats, items that could provide gold and items that could be useful(swapable with yours or viable in other builds) or weaker(left on the ground)
Mounts, as appeared it’s just a shortcut to walk through sanctuary without a need of loading screens. They could explore features from it, like make them as “stash” instead of city stash. That could severely reduce the number of the items that folks could have. But also provide some “value” on the mounts outside their mobility.
About the issue:
They force us to go to towns, because it’s a healthier mechannic. Each 30minutes - 1 hour the human body needs a break of around 5-15minutes, they force us to have those breaks because otherwise would motivate “unhealthy” behavior. That’s why most unlikely the mount stash thing wouldn’t be a thing. Their goal it’s make folks spend, at least, around 10-30seconds in a town each time they goes back from adventure, most of the folks will do that on d3 or even more time than that. But folks who wants to level up faster and grind higher, would think those 30 seconds as “bad thing”. Also that’s why “un-optimized groups” and folks who plays on groups spends more time on town if all of them don’t have that kind of mindset. If folks do 2minute GR runs, they could do less than 30 in a hour because the breaks. If they do 30 seconds breaks, means 1minute break each 5minutes or 2 runs. In a hour would be 12 minute breaks, reaching the “healthy” time threshold, while 10 second breaks would mean around 4-5minutes mark.
It’s better for folks sorting stuff out, on town than on hostile environment because they could be careless in there. Also makes the towns more attractive because they could find nice stuff on NPC, try their luck on gambles, repair their goods, use the town as hub to interact with other players and so on.
So no, the inventory doesn’t break immersion. The value from items it’s what messes with the “new gear” wonder effect. On d3 they used ancient and primal gear, but got “messed up” because often the RNG don’t provide useful items to begin with. Most of legendaries on D3 aren’t that legendary to begin with, making them more like “mat” than proper gear.
Reaching the point: gear would be more important if you don’t needed salvage it for craft, so instead of savage gear, improve the mat drops to generate value on crafted gear. Instead of having a ton of legendaries, split useful items on their own categories(which it’s their goal in itemization) making every item useful. Then for the final piece, if the gear wouldn’t help you, you leave in the ground or sell it. The best design philosophy would sell the gear, but if they put certain items with higher value and most of the gear with low value could mean better leave those unwanted items on the ground to save space for better ones.
They could play with the idea of dynamic market value of each item you get from your adventures to make folks plan like (when to sell their current gear). That could improve more the immersion about how to get gold in the game. Everybody enjoys the game in their own unique ways, why not improve that part of mechannic about it?
So in the end:
The inventory it’s not the problem, the problem it’s the “associated value” for the gear we get in the game. If the gear we get become more complex and affects choices of your character, that means their itemization goal it’s reached. I don’t want inventory tetris and having more than 50% of my inventory as potions(because manage inventory during the fights it’s a bad design), also I don’t want 99% of my loots becomes useful to salvage for mats(like d3 are). So in both scenarios we had inventory issues with more larger and restricted situations, showing the problem it’s not inventory as is, but the items.
This isn’t giving choice. This is restricting gameplay and then trying to add janky workarounds because of the new restrictions.
I promise in a few days, as expected from me, I’ll give type pages long reasoning about why those are bad ideas by comparing Diablo with other games and other game realms, in a “VERY SERIOUS” manner. Or better yet, we should pitch this to the Game Theory to solve; are Diablo characters strong enough to carry all those items around and move at the speed of sound.
Dude… You got owned big time. Your idea was riped to shreads. Start to deal whit it, and leave it dead. Let’s call it a day, and not address this post any further.
You can say the same for a limited inventory to X number of items.
What we learned from this thread is people fear when X is small since they are faced with choices.
It seems to me the Diablo players don’t enjoy having more choice. They simply want to stash all and copy/paste the meta. If that’s the case I’d suggest:
- Making inventory endless
- Making stash endless
- Everything the player doesn’t pick is then collected by pets and send to stash automatically
Let everyone has everything, no limitations, no choice regarding what to collect. Let’s make a game for noobs, shall we?
Yes, finally. Some practical and sound ideas. Be assured, that a game like this will sell millions of copies. And lots of players will play and enjoy it. Just the way you wanted it.
Because, if anything is worth a competition in an ARPG, it is killing monsters.
Unlike your niche inventory simulators, that would have a playerbase of 20 players.
The difference is that the current restriction of X items is the ‘standard’.
That current restriction is perfectly satisfactory for the majority of the player base with perhaps a portion of those wanting a larger stash.
Your philosophy is either no inventory or infinite inventory. Are you okay? Did you bump your head?
I don’t see keeping nothing or keeping everything as meaningful choices. A balanced approach is preferable to either.