The Purge

PvP for People Who Aren't Asshats
It is currently Mon Jan 22, 2018 12:19 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 2 posts ] 
Author Message
 Post subject: Inventory management
PostPosted: Tue Nov 03, 2009 2:52 pm 
Offline
Officer

Joined: Tue Dec 21, 2004 4:34 pm
Posts: 5791
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.


Top
 Profile  
 
 Post subject: Re: Inventory management
PostPosted: Tue Nov 03, 2009 3:02 pm 
Offline
Member
User avatar

Joined: Fri May 27, 2005 1:27 pm
Posts: 6123
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

_________________
Did you ever hear the tragedy of Darth EA The Greed? I thought not. It’s not a story other Developers would tell you.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group