Go Back   Grim Dawn Forums > Alpha Section > Alpha Ideas and Feedback

Notices

Reply
 
Thread Tools Display Modes
  #31  
Old 04-28-2012, 04:33 PM
Lex Lex is offline
Acolyte
 
Join Date: Apr 2012
Posts: 33
Default

Good idea but I prefer the old inventory system. Lets be honest selling items and making room for new items is part of the experience. They also added Caravans in TW so if thats in the game it will help with this problem, if they extend the amount of items you can place into the caravan

Last edited by Lex; 04-28-2012 at 04:34 PM. Reason: need to change something
Reply With Quote
  #32  
Old 04-28-2012, 04:51 PM
Ragnarous Ragnarous is offline
Initiate
 
Join Date: Apr 2012
Posts: 12
Default

D2: LoD like system is fine for me. Do not try "bizzare" systems that will confuse us or will spoil the gameplay...

Last edited by Rhis; 04-28-2012 at 06:32 PM. Reason: Stop boldposting
Reply With Quote
  #33  
Old 05-13-2012, 04:47 PM
Alweth Alweth is offline
Initiate
 
Join Date: May 2012
Posts: 16
Default Museum

Everything else about this idea aside, I think a "Museum" where you can store one copy of every set item in the game is a good idea. It is extremely frustrating to rarely complete sets partially because you need so much storage space for all of them.
Reply With Quote
  #34  
Old 05-13-2012, 05:55 PM
Raven Raven is offline
Counsel
 
Join Date: Feb 2012
Posts: 274
Default

Well... there is a big point into TS subject actually. I've told about the inventory and crafting already but TS has inspired my mind to think a bit more. Let's keep the tetris personal inventory, why not. It is useful and has player to think carefully what he carries. I'd probably even remove those additional bags.
BUT. The infinite storage is a must - it is obvious and just logical. Release the game without it - and it will be the one of first tools you see from game modding fans. But. Why we keep this tetris structure in our local storage?! TQ Vault is really a big deal - but wtf, why do I need to create a vault for armors losing 40% of the space just because there are so few good 4-cells armors? Why they kept that 5-cells-height principle? They just get used to?
We all get USED to this type of storage since the first Diablo though it is not a dogma. It's just a tradition that has PROVEN to be fault already, otherwise it wouldn't need so many fan fixes. Someone somewhere will drop it off - and win a cookie from fans. Imagine something like this: You get a storage in a form of the list to the left and particular item window to the right-down while your character slot is a right-up (so we have a storage window divided into three main areas). There are filter options for the list allowing you to choose an item type (armor, boots, rings, swords, etc.), level req, attributes req (or just a checkbox that filters only items your character is able to wear), or just desired properties (something like a text working as regexp or just several major properties with values). You can compare the items you have in storage with your character's gear and replace the gear if you have something better. Or you can craft right from there. Or... whatever. There are tons of things you can do using this way when drag-n-drop-if-there-is-enough-place is gone.
When putting item to the storage you can automatically replace similar items (i.e. the same type, same prefixes and suffixes) with those which have better properties or if their properties are somewhat better and somewhat worse, see the difference and choose which one you want to keep. It is possible to set the maximum number of the same items we can have in our storage... but unique and set items obviously should be in a single instance only
There may be quests which unlock the shared inventory of each tier or some other way to limit new characters access to this inventory - but I strongly believe it would give us more entertaining experience in the end. You can just browse your storage and read about items or at least look at their properties. Do you remember UFOpaedia? Imagine something like it but with an ability to bring items from there right into the game.
Reply With Quote
  #35  
Old 05-13-2012, 08:17 PM
mamba's Avatar
mamba mamba is offline
Emissary
 
Join Date: Mar 2010
Posts: 820
Default

Quote:
Originally Posted by Raven View Post
but unique and set items obviously should be in a single instance only
Actually, they too should come in multiples, as they have different values for the different bonuses, in GD they even can have pre- and suffixes I believe.

Just have one infinite size page, or maybe multiple such pages, I will be able to sort my items without the devs investing too much into a management system.
Reply With Quote
  #36  
Old 05-14-2012, 12:34 AM
Raven Raven is offline
Counsel
 
Join Date: Feb 2012
Posts: 274
Default

Quote:
Originally Posted by mamba View Post
Actually, they too should come in multiples, as they have different values for the different bonuses, in GD they even can have pre- and suffixes I believe.
Come on, they are uniques Not just rare items Uniques mean there is only a single instance of such an item.
Reply With Quote
  #37  
Old 05-14-2012, 01:34 AM
mamba's Avatar
mamba mamba is offline
Emissary
 
Join Date: Mar 2010
Posts: 820
Default

Quote:
Originally Posted by Raven View Post
Come on, they are uniques Not just rare items Uniques mean there is only a single instance of such an item.
Only if all instances are created equal, which they were not in TQ and are even less so in GD.

If you want to, you can throw every 'duplicate' away after you found the first
Reply With Quote
  #38  
Old 05-14-2012, 06:55 AM
Yggdrasil's Avatar
Yggdrasil Yggdrasil is offline
Supporter
 
Join Date: Feb 2010
Location: Paris
Posts: 161
Default

In TQ, uniques have most of their properties within a certain range (like 20~30% resist fire). So several instances of the same unique could give you sometimes a standard object, sometimes a very weak one, and sometimes a very powerful bomb.
I think this randomness is a really good idea.

Quote:
Originally Posted by mamba View Post
Actually, they too should come in multiples, as they have different values for the different bonuses, in GD they even can have pre- and suffixes I believe.
I hope so, it was already the case in TQ. Some uniques could have one or two random bonus affixes (like black pearl or jade items).
Reply With Quote
Reply

Tags
inventory

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:06 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.