Inventory management
#1
Expanding on the discussion started in the "10 Rules" thread, here's an idea for inventory management:

All quest items don't take up inventory space. Some games are finally doing this.

For Armor: Instead of needing 5 different armor sets for different situations, why not seperate Armor Bonuses from Modifier Bonuses? Basically you aspire to having 1 armor set that has the highest Armor bonus, and perhaps the most "modifier slots." Once you get it, that's all you need to carry. You then have "Modifier Bonuses" say in the form of gems or whatever, that don't take up inventory slots. You can then interchange modifiers however you see fit, and they aren't binded. You can always replace an existing slot with some different. You could then have an easy "prebuilt armor set" list and click on a modifier set based on the situation, fighting a fire dragon, click on the "fire resist set." etc.

While it's not the simplest solution, it will at least reduce inventory management while keeping the player engaged in his character build.
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#2
Breand Wrote:Expanding on the discussion started in the "10 Rules" thread, here's an idea for inventory management:

All quest items don't take up inventory space. Some games are finally doing this.

For Armor: Instead of needing 5 different armor sets for different situations, why not seperate Armor Bonuses from Modifier Bonuses? Basically you aspire to having 1 armor set that has the highest Armor bonus, and perhaps the most "modifier slots." Once you get it, that's all you need to carry. You then have "Modifier Bonuses" say in the form of gems or whatever, that don't take up inventory slots. You can then interchange modifiers however you see fit, and they aren't binded. You can always replace an existing slot with some different. You could then have an easy "prebuilt armor set" list and click on a modifier set based on the situation, fighting a fire dragon, click on the "fire resist set." etc.

While it's not the simplest solution, it will at least reduce inventory management while keeping the player engaged in his character build.

uh this is really confusing. technically I dont think armor should give any bonuses, that should be for enchanted jewelery and mundane items (belt of giant strength, ring of invisibility, etc).

Armor should have hardcoded stats, AC on armor is just dumb. THere should be very clear and easy to read resists on the armor. Your agility/dodge/parry/block should determine whether or not you get hit.

Plate = 90% slash resist, 85% pierce resist, 50% blunt resist
[should not have shot the dolphin]
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