Tetris style would be the best otherwise ill be always putting say 10 great mauls for selling in my inv or 10 Body Armours ect, thats gay. I like the idea of some form of weak weight management. If we had the ten slot method or something i say may aswell have scrollable limitless inventory i wont need to unneccessarily tp to town for.
I have to laugh when people cite "realism" as a reason for anything in the diablo universe. I understand keeping things realistic within the game but even within the game do you really think it is "realistic" to wear a full suit of heavy armor, carry a big ass maul and then also carry around 4 more big axes/mauls in your inventory?
When it comes to inventory management realism is not the issue. Now the grid inventory system did have the plus side of forcing people to choose more smaller items or take up most of your space with a very large item. Giving the items weights could counter this though.
I also liked the huge icons of the weapons and armor it made them feel more tangible (the grid system also made the items feel more tangible). I think this feeling could be preserved by giving a big icon of the item when you right click it and giving it a detailed icon on the character both in the paper doll menu and on the actual player model.
whats the difference if i pick them all up at once, or pick them up a few at a time and make multi town portals to sell them all.
from what ive seen (in the 20min debut video) you get 1 bag, and there was less than a dozen slots.
its not like you will be picking up 5 times what u could in Diablo 2, you may have a bit more (maybe a bit less) room than in previous games, but the fact is you can only hold a finite amount of items, and this way u dont have to putz with stacking and rearranging.
both way's work, honestly i dont care that much about something as trivial as inventory space.
besides if i remember correctly i didnt pick up half the crap that drops anyways.
I prefer the Tetris inventory, however its not that big of a deal at least I'll have room for items now. I also saw a screen shot where potions stack which is GREAT!
In my opinion the best idea would be a compromise. You can have more than one bag, but the contents of them fill up in the way of traditional D2 tetris-style.
I realize that every item simply taking a single slot, like every other game out there, is more "convenient" but it's not really necessary if you make the tetris style bags large enough. This is in one way a small issue in terms of how the game is played, but sort of a large one when it comes to the flavour of the game.
The only reason I would want a grid system would be to see how the items look. It was fun seeing a unique item that looked cool in both the inventory and the character.
Other than that the grid system was annoying as shit. I don't care if it was realistic to have to choose what items to pick up. Want to know why? Cause all i had to do was put down a TP, sell, come back and pick up the rest. That does not involve challenge, that is just damn tedious if you ask me.
And yea, people throw realism around here like they know what it means. This is not a game that is built around realism. If you want that you might try playing Oblivion or something. Realism is not a necessary term when you are fighting demons with a skill that no man in the REAL WORLD can even possible use. Ugh..
The size of bags makes no difference if you leave the tetris system, you still have to rearrange stuff. The real compromise is what this guy said:
Quote from "TheBuzzSaw" »
The tetris aspect is a waste of time. They can easily implement size/weight with a single number. I'd rather just be able to pick up items and have them fit instead of have to rearrange my inventory to allow room even though the room is there. It'd save so much time if I have "10 units available" knowing I can just pick up a 7-unit item without having to sort my pack out.
Echoing TheBuzzSaw's sentiments. Playing inventory-tetris is a waste of time. It's interesting the first time, stupidly irritating every time after. Give each item a unit weight, or have the pack auto-organize to the most efficient space.
This is what make diablo so nice, you need to think. You need to choose what you take with you and what you leave there. This add to the claustrophobic atmosphere.
Nah you don't need to choose, you can take all and just run to town all the time.
Besides the inventory system went horrible when charms came, you didn't really wanna pick anything up since it was always a town visit after that.
The less town runs the more action and less downtime, i think this is what the devs tought about.
I persoally want the "tetris" style back like the oldschool ones had. One reason i love it is that it shows the art of the items better, so unique items look really cool. That is the same reason i think it would be harder for them to do this as they may not have these big designs already made...but we will wait for you to do so blizzard ;).
I think the whole back pack thing is good. At higher levels and if you find items good enough to trade for good packs/find good ones, then you deserve them.
So as you progress you gain inventory space, it would be very cool. Especially since at higher levels you would have very much more rare items/potions/cool watchamahoos to keep in the bags.
I went back and played some DII just to get a feel for this last night. The inventory is pretty bad. Needs more room for sure. Half of it is taken up by charms potions keys and your two tomes in no time at all.
This is sorta ok because porting to town is instant in DII. Somehow I think there will be a load time associated in D3... This would make the tiny inventory a nightmare.
In DII the idea essentially is you pick up nothing but gold and what you need. Everything else you leave on the ground. Not my favorite mechanic. A little more room would be a welcome thing.
k i read the first 8 pages and i can't take any more. I am sorry if someone already posted this idea but here goes.
has any one ever played Baldur's Gate? that had like the best system ever. It was a weight system. Depending on your attributes you could hold so much. And since all the characters in d2 needed str for life it would made since that the stronger you were the more items you could hold. Just give each item a weight and there you go.
makes you realistic people happy, and for your approval to the tetris lovers, you can add a limit to how much space each item will take up.
this system also gets rid of the mule system bc lvl 1 mules will be too weak to hold some of the higher lvl items.
I think the advantage of the tetris system is not just the added dimension of realism in packing a backpack, but it also the tactile pleasure of picking up a large item and thunking it down into your inventory. There is no sense of size and weight in the 1 slot system. The massive presence of a windforce in your inventory was a rush. You actually felt like you had something. If your rings are the same size as your double-sided axes...the game loses a lot...and the sense of ownership and pride in your items lacks an entire dimension. The tetris system gives you that sense of size and weight.
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When it comes to inventory management realism is not the issue. Now the grid inventory system did have the plus side of forcing people to choose more smaller items or take up most of your space with a very large item. Giving the items weights could counter this though.
I also liked the huge icons of the weapons and armor it made them feel more tangible (the grid system also made the items feel more tangible). I think this feeling could be preserved by giving a big icon of the item when you right click it and giving it a detailed icon on the character both in the paper doll menu and on the actual player model.
from what ive seen (in the 20min debut video) you get 1 bag, and there was less than a dozen slots.
its not like you will be picking up 5 times what u could in Diablo 2, you may have a bit more (maybe a bit less) room than in previous games, but the fact is you can only hold a finite amount of items, and this way u dont have to putz with stacking and rearranging.
both way's work, honestly i dont care that much about something as trivial as inventory space.
besides if i remember correctly i didnt pick up half the crap that drops anyways.
I realize that every item simply taking a single slot, like every other game out there, is more "convenient" but it's not really necessary if you make the tetris style bags large enough. This is in one way a small issue in terms of how the game is played, but sort of a large one when it comes to the flavour of the game.
Other than that the grid system was annoying as shit. I don't care if it was realistic to have to choose what items to pick up. Want to know why? Cause all i had to do was put down a TP, sell, come back and pick up the rest. That does not involve challenge, that is just damn tedious if you ask me.
And yea, people throw realism around here like they know what it means. This is not a game that is built around realism. If you want that you might try playing Oblivion or something. Realism is not a necessary term when you are fighting demons with a skill that no man in the REAL WORLD can even possible use. Ugh..
A scythe should take up more space than a dagger.
...I think they should include mini-backpacks though...
Besides the inventory system went horrible when charms came, you didn't really wanna pick anything up since it was always a town visit after that.
The less town runs the more action and less downtime, i think this is what the devs tought about.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
Titan Quest did that.
I like this enhancement, too.
So as you progress you gain inventory space, it would be very cool. Especially since at higher levels you would have very much more rare items/potions/cool watchamahoos to keep in the bags.
IMO
Do NOT want that again. It is not fun portaling back and forth storing items.
Sentence of the year:
"WoW, It's like a disease"
This is sorta ok because porting to town is instant in DII. Somehow I think there will be a load time associated in D3... This would make the tiny inventory a nightmare.
In DII the idea essentially is you pick up nothing but gold and what you need. Everything else you leave on the ground. Not my favorite mechanic. A little more room would be a welcome thing.
so carrying several heavy plate mails and millions of gold and casting a spell and fighting diablo is real... right?
has any one ever played Baldur's Gate? that had like the best system ever. It was a weight system. Depending on your attributes you could hold so much. And since all the characters in d2 needed str for life it would made since that the stronger you were the more items you could hold. Just give each item a weight and there you go.
makes you realistic people happy, and for your approval to the tetris lovers, you can add a limit to how much space each item will take up.
this system also gets rid of the mule system bc lvl 1 mules will be too weak to hold some of the higher lvl items.
well what do you guys think?