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how d'you fellows feel about spatial inventory/customization
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glossolalia



Joined: 04 Mar 2008

PostPosted: Fri Sep 05, 2008 6:09 am    Post subject: how d'you fellows feel about spatial inventory/customization    Reply with quote

by which i mean not inventory management in terms of one-use items, but as it applies to the player's core abilities and attributes, and the deliberate limit of space and differing item size/shape used to provoke strategic thinking from the player as to how much he can fit and what and why. i'm probably not making any sense here. i mean things like the case in re4, the stickers in smash bros brawl's subspace whatever, and there are probably better examples i'm not aware of.

i kinda like it, a lot actually, but i get this feeling that's just my ocd and everyone else in the world hates this kind of thing.


Last edited by glossolalia on Fri Sep 05, 2008 6:15 am; edited 1 time in total
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haircute
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Joined: 05 Dec 2006
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PostPosted: Fri Sep 05, 2008 6:14 am        Reply with quote

Do you mean like Diablo's inventory?
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glossolalia



Joined: 04 Mar 2008

PostPosted: Fri Sep 05, 2008 6:18 am        Reply with quote

yeah.

(holy shit, i didn't know the diablo games were on macs. i've been meaning to play them for basically forever, and now i have no reason not to. feeling stupid itt)
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Broco



Joined: 05 Dec 2006

PostPosted: Fri Sep 05, 2008 6:22 am        Reply with quote

That's more or less the core mechanic of Shiren. Roguelikes in general have the deepest inventory system of any genre. There's a limit of 20 items, but you can extend it using pots which contain many items in one space. You also have incomplete information about what your items do and you often need to reason about their properties (what price is it selling for, what can it not be because you have seen it before, etc) to know what it's good for.
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kerobaros



Joined: 05 Dec 2006
Location: St. Louis, MO

PostPosted: Fri Sep 05, 2008 6:27 am        Reply with quote

Broco wrote:
That's more or less the core mechanic of Shiren. Roguelikes in general have the deepest inventory system of any genre. There's a limit of 20 items, but you can extend it using pots which contain many items in one space. You also have incomplete information about what your items do and you often need to reason about their properties (what price is it selling for, what can it not be because you have seen it before, etc) to know what it's good for.


Urrr.. I think that's only kind of what he means. See, in RE4, your "inventory" is a grid of a fixed size. Each item takes up more or less room on said grid. For example, a gun might take up three squares on the grid, but an herb might only take up half of one, or something along those lines. But in Shiren, every item (unless in a pot) is the same size, as far as your inventory limit goes.
At least, I believe that's what OP meant.
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glossolalia



Joined: 04 Mar 2008

PostPosted: Fri Sep 05, 2008 6:29 am        Reply with quote

kerobaros wrote:
Broco wrote:
That's more or less the core mechanic of Shiren. Roguelikes in general have the deepest inventory system of any genre. There's a limit of 20 items, but you can extend it using pots which contain many items in one space. You also have incomplete information about what your items do and you often need to reason about their properties (what price is it selling for, what can it not be because you have seen it before, etc) to know what it's good for.


Urrr.. I think that's only kind of what he means. See, in RE4, your "inventory" is a grid of a fixed size. Each item takes up more or less room on said grid. For example, a gun might take up three squares on the grid, but an herb might only take up half of one, or something along those lines. But in Shiren, every item (unless in a pot) is the same size, as far as your inventory limit goes.
At least, I believe that's what OP meant.

yeah, this is what i'm interested in. having to weigh the usefulness of an item or ability against the size/shape it takes up.
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negativedge



Joined: 04 Dec 2006
Location: I GAVE YOU MY BEST YEARS! I COULD HAVE BEEN AN ARTIST

PostPosted: Fri Sep 05, 2008 6:31 am        Reply with quote

Diablo is basically what you're looking for. Then again, there's no real punishment in Diablo. It's just an inconvenience. You can leave an item on the floor, port back to town to dump shit, come back and the item will still be there.
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Broco



Joined: 05 Dec 2006

PostPosted: Fri Sep 05, 2008 6:42 am        Reply with quote

Well, you still need to decide to drop items when you're full in Shiren. As for the spatial aspect, it strikes me as a nod to realism that I haven't noticed either add or detract to gameplay in the games that have it.
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alice
not nana komatsu


Joined: 05 Dec 2006

PostPosted: Fri Sep 05, 2008 7:03 am        Reply with quote

I think it's pretty dumb. It is a very artificial way to limit what items a player can have at any time. It's a system that was invented to support games that just kill time and are designed to make them more effective time killers by limiting a players options so s/he doesn't exhaust them too early on in the game.

I'm just gonna go ahead and say cave story and pretend I made a really powerful point.
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WarpZone



Joined: 06 Dec 2006
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PostPosted: Fri Sep 05, 2008 7:08 am        Reply with quote

The Halo sequels subtly do this in a natural way: your hands (and back) are the grid space, and powerful weapons like a rocket launcher require both hands to operate.

Dragon Quarter lets you stack similar items on a slot, so typically small healing items take up little space while an unappraised suit of armor occupies an entire slot, creating some risk/reward situations.
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Gin



Joined: 05 Dec 2006
Location: LET'S GO FOR IT! IT'S COOL TO BE WITH YOUR BROTHERS!

PostPosted: Fri Sep 05, 2008 7:27 am        Reply with quote

Man arranging the inventory in RE4 is like the game within the game

If not for the inventory I probably never would have made it through

thinking back it was just so dry
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CubaLibre



Joined: 02 Mar 2007
Location: The District

PostPosted: Fri Sep 05, 2008 3:51 pm        Reply with quote

Tetris inventory!

Because Diablo had it, all Diablo clones have it, whether or not it was a great idea in the first place. (After Diablo 3 comes out, all Diablo 3 clones will drop it, because Diablo 3 uses an MMO-esque one-item-one-slot arrangement, at least so far.)
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glossolalia



Joined: 04 Mar 2008

PostPosted: Fri Sep 05, 2008 3:56 pm        Reply with quote

Gin wrote:
Man arranging the inventory in RE4 is like the game within the game

If not for the inventory I probably never would have made it through

thinking back it was just so dry

the first couple hours were definitely the best. the castle was mostly pretty mediocre with too many save points, all the braindead lock-and-keys, and the fucking "meeeeesteer kennedyyy" midget codecs did not help. the island is pretty great again, desperately blasting at those regenerators with my killer7 or desperately avoiding them got back to the oh-fuck dread of the first chainsaw encounters. though i'm not too crazy about this krauser fetchquest-or-death battle i'm stuck on right now.


Last edited by glossolalia on Fri Sep 05, 2008 4:10 pm; edited 1 time in total
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dessgeega
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PostPosted: Fri Sep 05, 2008 4:09 pm        Reply with quote

dungeon master on the snes, i took great satisfaction in arranging the items in my characters' inventories in a pleasing and logical way. the developers totally have a suitcase-stuffing fetish; their previous game ("sundog", maybe?) has a bunch of closets you can walk into on your spaceship that function as storage.
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Cossix
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PostPosted: Fri Sep 05, 2008 4:19 pm        Reply with quote

Most roguelikes are like this.

In ADOM every object has a weight and your character has a maximum carrying capacity. If you're carrying too much shit you get hungry faster (and move slower, I think? I don't remember. Fuck being Strained), and if you're carrying WAAY too much you can't move at all. It's not really concerned with the SIZE of the items, so you can be carrying like a fucking anvil and twenty weapons, but it does keep track of the weight!
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BEIGE



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PostPosted: Fri Sep 05, 2008 4:21 pm        Reply with quote

I like a little Tetris in my RPG. Keeps it saucy.
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Gironika



Joined: 05 Dec 2006
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PostPosted: Fri Sep 05, 2008 4:40 pm        Reply with quote

STALKER had this, I think? I've only watched a friend playing it (PC not powerful enough etc) but he left a better suit and went ahead because his had an advantage I can't remember right now.
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internisus
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PostPosted: Fri Sep 05, 2008 4:40 pm        Reply with quote

Yeah I like this too. Maybe it's dumb but I enjoy it. RE4 is a great example... I find the sounds of moving items around and clicking them into place rather satisfying.

IIRC, Stalker items take up different size/space, but there's no spatial limit to what you can carry, so it's meaningless except for equipping weapons (because only guns of small size (pistols, small SMGs) can go in your sidearm slot, and only larger weapons (AN-94 Abakan with attached silencer, scope, and under-barrel grenade launcher) can go in your main slot.

Man there are many more games that have this "tetris" type of inventory but I can't think right now.

Halo is a good point, WarpZone! Insightful. That's precisely how a limitation like that feels.
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bort



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PostPosted: Fri Sep 05, 2008 6:01 pm        Reply with quote

i think it's pretty retarded and almost the worst compromise between handy abstraction and realism (cause you have to do a puzzle, and fuck puzzles). wouldnt be so bad if games ever had auto-arrange buttons.

what i would like to see is a game where instead of laying out your items in a mysterious square in space, you fit things into a backpack or on your hands or whatever, and the game knew enough about the shape and volume of each item to determine how/where/what you could carry. maybe there would be a 3D BAG SYSTEM and all your shit would be shoved in there, with physics and all so that little items would fall down and take up the bottom of the bag and so on and so on.

i actually don't know if that would be that neat but yeah, i don't like this at all.

i remember this being especially loathsome in deus ex, where i'd somehow end up picking up knife after knife after knife on accident and throwing them all away
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haze



Joined: 04 Dec 2006

PostPosted: Fri Sep 05, 2008 6:59 pm        Reply with quote

Raw Danger had item space management! finding backpacks and fannypacks to increase your holding limit. it was just implemented badly, when you were full and needed to drop stuff.
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tacotaskforce



Joined: 04 Dec 2006
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PostPosted: Fri Sep 05, 2008 7:00 pm        Reply with quote

I wish more games would have an inventory like Ultima 7(8?)'s. Your bag was a literal physical bag which, when opened, would show all your stuff sitting in it wherever you tossed it. Pick up tons of stuff and you'd have to dig through it to find something you left at the bottom. The most efficient way of sorting stuff was to find smaller multi colored bags and then organize your junk with them, i.e. spell components in the green bag, valuables in the yellow bag, and so on.

The recent Alone in the Dark used its realtime inventory as a bullet point, but I don't know how well it was handled.
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BIGJ420COOLDUDE



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PostPosted: Fri Sep 05, 2008 7:38 pm        Reply with quote

you can hold up to one thing at a time in trespasser
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BIGJ420COOLDUDE



Joined: 04 Dec 2007

PostPosted: Fri Sep 05, 2008 7:39 pm        Reply with quote

in deus ex the dragon's tooth takes up 4x1 spaces even though it's basically a lightsaber. wtf
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Toptube
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PostPosted: Fri Sep 05, 2008 9:11 pm        Reply with quote

Dungeon Siege and Titan Quest have auto arrange buttons.


Thank god.
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Gin



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PostPosted: Fri Sep 05, 2008 9:24 pm        Reply with quote

Alone in the Dark's inventory is pretty sweet, he just looks down and opens his jacket, he has four spots for bottles/cans on the right and five slots for miscellaneous stuff on the left, and his gun holster and flashlight in the middle such that the inventory is arranged linearly in a half circle, accessed most simply by rolling the analog stick to point to the item. You can also have item combinations hotkeyed so that that you can just do a few button presses to bring up the desired combo.

You can hold one thing in the left hand and one thing in the right, and various heavy or large objects like axes or chairs will take up both hands
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extrabastardformula
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Joined: 01 Jan 2007
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PostPosted: Fri Sep 05, 2008 10:38 pm        Reply with quote

Cossix wrote:
Most roguelikes are like this.

In ADOM every object has a weight and your character has a maximum carrying capacity. If you're carrying too much shit you get hungry faster (and move slower, I think? I don't remember. Fuck being Strained), and if you're carrying WAAY too much you can't move at all. It's not really concerned with the SIZE of the items, so you can be carrying like a fucking anvil and twenty weapons, but it does keep track of the weight!
I remember in one version you could use bags to manipulate inventory space but putting sharp objects (like swords) in your bags risked damaging them and spilling your inventory onto the floor. That was classy.
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Daphaknee
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PostPosted: Fri Sep 05, 2008 10:57 pm        Reply with quote

i like this for placing fish in my endless ocean aquarium
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Baines



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PostPosted: Sun Sep 07, 2008 12:54 am        Reply with quote

Cossix wrote:
Most roguelikes are like this.


Most Roguelikes aren't really like that, because weight systems in practice are hardly ever restrictive. In games with limited inventory slots (like Angband), the number of slots itself is generally the more pressing restriction. In games with effectively unlimited slots (like Crawl), weight is just a way of preventing the player from carrying everything they find, but still generally so lenient that the player can carry more than they'd ever need.

Weight limits do not carry the same spatial limitations that a Tetris-like inventory system carries. You can have plenty of space in RE4, but still not be able to carry certain items because of their shapes. Some Roguelikes try to "cheat" this aspect by making objects weigh more than they realistically would, but it just doesn't have the same effect as a more visual Tetris inventory. And in the process, you create other weird weight situations.

Ultimately, a visual Tetris inventory just seems to be one of the most effective ways of dealing with factors like the bulk of an item, even when it itself is an abstraction of 3D into 2D space. (Besides, the inconveniences of a 3D inventory would probably outweigh the gains.)
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Mr. Toups
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Joined: 03 Dec 2006
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PostPosted: Sun Sep 07, 2008 3:42 am        Reply with quote

glossolalia wrote:
kerobaros wrote:
Broco wrote:
That's more or less the core mechanic of Shiren. Roguelikes in general have the deepest inventory system of any genre. There's a limit of 20 items, but you can extend it using pots which contain many items in one space. You also have incomplete information about what your items do and you often need to reason about their properties (what price is it selling for, what can it not be because you have seen it before, etc) to know what it's good for.


Urrr.. I think that's only kind of what he means. See, in RE4, your "inventory" is a grid of a fixed size. Each item takes up more or less room on said grid. For example, a gun might take up three squares on the grid, but an herb might only take up half of one, or something along those lines. But in Shiren, every item (unless in a pot) is the same size, as far as your inventory limit goes.
At least, I believe that's what OP meant.

yeah, this is what i'm interested in. having to weigh the usefulness of an item or ability against the size/shape it takes up.


This is still more or less what Shiren is all about.
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BIGJ420COOLDUDE



Joined: 04 Dec 2007

PostPosted: Sun Sep 07, 2008 4:55 am        Reply with quote

Herr Toups wrote:
This is still more or less what Shiren is all about.

honestly i think this is one of the most justifiable aspects of shiren wrt other roguelikes. ppl are always like "yeah thats a roguelike for babies" but its really all about constant forward momentum & tough choices & "obvious" gameplay (e.g. all combinations of a simple set of items & actions are accounted for and take up their own possibility space as opposed to nethack-style retarded one-off memorizations. simple stuff like thrown hiding pot = bottled monster as opposed to lessons learned the hard way)
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Mrow
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Joined: 04 Sep 2008

PostPosted: Sun Sep 07, 2008 2:51 pm        Reply with quote

Though fooling around in Nethack or ADOM are what make the games fun, if there weren't surprises to them I think the games would lose all purpose.

I never liked spatial inventories because they're never done right, four rings are as big as a sword? UO's was interesting I think certain bags had item limits and your character had a weight limit, and then those containers themselves had weight. So you'd really want to use a bag for your regents, or a chest for inside your hour.
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Baines



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PostPosted: Sun Sep 07, 2008 5:14 pm        Reply with quote

Mrow wrote:
I never liked spatial inventories because they're never done right, four rings are as big as a sword?


That is true for any restricted inventory, though. The only difference is that people just don't think about it as much when the restrictions are more abstract.

In a basic block/Tetris inventory, four rings might be as big as a sword. In a more detailed one (like RE4), a sword might be equal to seven rings in a cross formation. In classic JRPG style, one of anything is identical, but so is 20, 50 or even 99 of the same thing. Four different potions are four times the size of 40 of one kind of potion?

In Angband-style Roguelikes, you've added an overall weight restriction to often illogical arbitrary slots with somewhat inconsistent stacking of items. So you've still got four different potions taking up four times the space of four of a single potion. A mage can carry four copies of each spell book (as safety against fire damage), but each different book takes a different slot.

In Breath of Fire: Dragon Quarter, you've got even more arbitrary stack/slot restrictions. You can stack 10 each of consumables, and can have as many stacks of one type of consumable as you wish. But unidentified equipment is a one-per-stack situation. For further weirdness, once equipment is identified, it can no longer be carried in the pack at all. Identified equipment can only be carried in the equipment slots (three slots per type per character) or stored in the weapon locker.
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jjsimpso



Joined: 05 Dec 2006
Location: North Carolina

PostPosted: Sun Sep 07, 2008 6:06 pm        Reply with quote

internisus wrote:
IIRC, Stalker items take up different size/space, but there's no spatial limit to what you can carry, so it's meaningless except for equipping weapons (because only guns of small size (pistols, small SMGs) can go in your sidearm slot, and only larger weapons (AN-94 Abakan with attached silencer, scope, and under-barrel grenade launcher) can go in your main slot.


I believe Stalker has weight restrictions. I haven't played in a while, but I'm pretty sure I often had to throw out stuff because I was encumbered. Since Stalker has a stamina stat, I believe you would tire more quickly if you were carrying too much stuff.

internisus wrote:
Man there are many more games that have this "tetris" type of inventory but I can't think right now.


I'm pretty sure Might and Magic VI-VIII have tetris style inventories.
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bleak



Joined: 31 Jul 2007
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PostPosted: Sun Sep 07, 2008 6:12 pm        Reply with quote

I hate the inventory restriction in Angband. It's so, so heavy handed. And lazy. And bad. 20 item limit? Okay sounds good, but when you play a mystic that can use every spellbook(there are more than ten), and needs to carry around scrolls of phase door, recall, staff of teleportation, potions of ccw/healing, leaves you with such little room to actually pick up loot off the ground that it isn't a consideration of strategy or whatever, it's just a huge pain in the ass.
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bleak



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PostPosted: Sun Sep 07, 2008 6:15 pm        Reply with quote

I do love the RE4/Diablo style of inventory management, though. Hell even the previous REs did it well because their inventory management worked perfectly with the survival horror genre. I do agree that in Diablo the system is kind of pointless, but there's something so basically pleasing about the whole thing that I can't put my finger on.
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Mrow
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PostPosted: Sun Sep 07, 2008 6:18 pm        Reply with quote

jjsimpso wrote:
internisus wrote:
IIRC, Stalker items take up different size/space, but there's no spatial limit to what you can carry, so it's meaningless except for equipping weapons (because only guns of small size (pistols, small SMGs) can go in your sidearm slot, and only larger weapons (AN-94 Abakan with attached silencer, scope, and under-barrel grenade launcher) can go in your main slot.


I believe Stalker has weight restrictions. I haven't played in a while, but I'm pretty sure I often had to throw out stuff because I was encumbered. Since Stalker has a stamina stat, I believe you would tire more quickly if you were carrying too much stuff.

Yeah there was a weight limit in Stalker, I think a few items upped it, but it I don't really felt it added much to the game, since at most you'd be using two or three weapons. The rest was just stuff to sell.

There is something enjoyable about making my little grid inventory the most efficient grid inventory all so I can fit a bass in it(RE4), but I don't think that makes it a particularly good dynamic.
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Vehicular Manslaughter
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Joined: 21 Mar 2007

PostPosted: Sun Sep 07, 2008 6:32 pm        Reply with quote

bleak wrote:
I hate the inventory restriction in Angband. It's so, so heavy handed. And lazy. And bad. 20 item limit? Okay sounds good, but when you play a mystic that can use every spellbook(there are more than ten), and needs to carry around scrolls of phase door, recall, staff of teleportation, potions of ccw/healing, leaves you with such little room to actually pick up loot off the ground that it isn't a consideration of strategy or whatever, it's just a huge pain in the ass.


This sounds like it's more of a design problem with the Mystic, who was added in a variant of Angband, than it is with the game itself.

That is to say, if you play actual "Angband", there is no Mystic.
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bleak



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PostPosted: Sun Sep 07, 2008 6:44 pm        Reply with quote

Well, granted. But that's just the most extreme circumstance of playing any sort of band variant. Most spellcasters get 5 or so books, and I believe in Angband you actually have to carry more items to make sure that you don't get fucked instead of the 3 or 4 that EyAngband necessitates.
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Vehicular Manslaughter
Final Finasty


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PostPosted: Sun Sep 07, 2008 6:47 pm        Reply with quote

Eh, I've played mages a bunch recently in Vanilla and while you do run into weight restrictions in terms of risking being slowed because you're carrying too much gear, this is because mages are such weedy little dudes. Once you get into stat-gain, it stops being an issue.
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bleak



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PostPosted: Sun Sep 07, 2008 6:53 pm        Reply with quote

Which is why it's just a huge pain in the ass, really.
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Vehicular Manslaughter
Final Finasty


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PostPosted: Sun Sep 07, 2008 6:59 pm        Reply with quote

I really don't find it that annoying. If you're carrying that much gear, either most of it is stuff that you were planning to sell or you need to make more efficient choices about what "essential" gear you have. It's a strategic choice that can definitely be made to minimize concerns over inventory space/weight.
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