I think weight restriction depends on how they do inventory. In Mythos, the inventory is huge (relative to D2) and it's a pain in the ass to have to reconfigure all your items, especially because when you pick up items they seem to enter your inventory haphazardly.
Basically, if D3 has a similar inventory to D2 then no, I would hate the weight system. It would force builds who don't focus on strength (like sorcs who mf and find all sorts of items) to gimp their builds in order to hold loot. Unless, of course, the weight factor is taken into account when balancing classes / skills. Either way, you still get stuck with a lot of unnecessary and tedious muling, in my opinion.
This is, in my mind, largely a question of realism. Does the added realism increase the gameplay value in this case?
A point can of course be made for both cases, but for me at least, at first glance a weight system seems to fuflil no purpose in Diablo. The game is fast paced and focused on collecting items to a large degree, especially to trade. Impsoing weight limits might put different characters at different positions from an economic perspective.
For example, two characters both collect items, one melee-oriented with a lot of strength and the ability to carry lots of items, particularly heavy items such as armors, and a spell-casting character that cannot carry as heavy things.
The warrior will be able to pick up much more and thus go through countless more items, especially heavier things such as body armor, weapons and shields, while still picking up light-weight items that casters can. This makes them much more able to trade effectively, which in turn puts casters at a disadvantage, since they have to discard many items out in the field that the warrior could otherwise have picked up. When trading time arrives, the warrior can get much better deals because he simply has more to offer.
Compensation for this could be included for different classes, but then we're back at the start again, and there was no points in including the system in the first place.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
I say yes, it would be a good way to regulate sorc mfing so that there isnt so many high quality items on the market, that way lower items will actually be worth something. Godly people would be rare, which would, in turn, make being godly 10x cooler. Its the most realistic approach to item carrying. Also I think monster should only drop things that they could realistically carry, I mean a swarm of bugs dropping a full plate mail? Its ridiculous.
I had this idea for a fantasy game once that casters have a different form of an inventory, a magic one, that is, which was dependent on the magical attributes, not on the body ones. Some kind of a spiritual storage, in a way.
To Murderface
In the way Diablo was made, monsters have no character - they are just actors with various abilities, and it's not really their job to be realistic, only to provide interesting and diverse ways of acting. In fact, recording which monsters should drop what is going to bring many more unnecessary variables into the game...
Why would it be bad? If you have weight restrictions then obviously the weaker classes would be wearing lighter armours. A melee class would have to have more strength to hold the heavier gear while a clasting class would need less to hold the same amount as a cloth type gear.
Imagine it this way, melee holds heavy plate gear while caster holds light cloth gear. Basically its just limiting you so that you only grab what your class would require, rather then grabbing that sword that that barbarian could use.
Sorceresses on the net today don't try to wear heavy armor. They typically (and cleverly) go for the lighter armor- the kind that doesn't require over 110 strength, like Dusk Shrouds. And the same goes for any other type of caster- they get Archon Plates. They're both light armor. That way, casters can spend those stat points on more important things- like Energy or Vitality.
And if weight restrictions are imposed, and casting characters have a natural way of circumventing the limitation, then there would be no point in having a weight limitation in the first place, would there?
This is, in my mind, largely a question of realism. Does the added realism increase the gameplay value in this case?
A point can of course be made for both cases, but for me at least, at first glance a weight system seems to fuflil no purpose in Diablo. The game is fast paced and focused on collecting items to a large degree, especially to trade. Impsoing weight limits might put different characters at different positions from an economic perspective.
For example, two characters both collect items, one melee-oriented with a lot of strength and the ability to carry lots of items, particularly heavy items such as armors, and a spell-casting character that cannot carry as heavy things.
The warrior will be able to pick up much more and thus go through countless more items, especially heavier things such as body armor, weapons and shields, while still picking up light-weight items that casters can. This makes them much more able to trade effectively, which in turn puts casters at a disadvantage, since they have to discard many items out in the field that the warrior could otherwise have picked up. When trading time arrives, the warrior can get much better deals because he simply has more to offer.
Compensation for this could be included for different classes, but then we're back at the start again, and there was no points in including the system in the first place.
Indeed it's a lot to think about.
I had this idea for a fantasy game once that casters have a different form of an inventory, a magic one, that is, which was dependent on the magical attributes, not on the body ones. Some kind of a spiritual storage, in a way.
That could work, they should have better access to "cubes" than a warrior would.
Ok, so let's turn a fantasy role-playing game, into something like Call of Duty 4. No.
Never played COD4. but many people here are pretty much describing Dungeons and Dragons. That's a Medieval Fantasy game. What is Diablo? Oh it's a Medieval Fantasy game.
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-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
It's not as big of a deal as people are making it out to be. I personally think the idea of carrying an inventory full of plate mail is pretty silly. It doesn't need to be so prominent that players have to micromanage every little thing they do. Either they can only carry a certain weight, or they make it so that each thing you carry is actually modeled on your character. I think it would be cool to see character pick up a weapon and strap it across their back, or on their belt. This would of course limit characters to carrying only a single set of armor.
It's tough, but I think they should make some changes.
This would of course limit characters to carrying only a single set of armor.
That is probably the most realistic thing they could do, where the hell are you suppose to hide another full set of platemail. You obviously are not wearing both at the same time.
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-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
I for one would appreciate the added reality. D&D is by the the most engrossing, and most premiere dungeon rpg in existence. Blizzard would be smart to infuse Diablo with some D&D while still maintaining Diablo's trademark simplicity.
Puts DnD rules into Diablo, pretty fun actually. The Collector's Edition of Diablo II comes with the rule book for the campaign now. Awesome.
Rollback Post to RevisionRollBack
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
In order to realistically carry the amount of inventory that you have in d2, you would need a mount (or a supersized horadric cube). I'm torn on the issue of mounts because it would seem like a rip off of wow and oblivion, and Im not sure how a mount would survive in the middle of a hellish battle like you would find in a diablo game, unless the demons just ignored it... I guess there could be enchanted saddles that give the mount fire breath or something kickass like that. You also wouldn't be able to dungeon crawl with it. In diablo you would just have horses, mules, donkeys, and camels to choose from (cows?) so it may not be too exciting to have one.
You had the pack mule in Dungeon Siege. It's only purpose was a mobile stash, been a while since I played that game, but I think the monsters just leave it alone and attack you, as your actually attacking them., the mule is just assing around.
Hehe pun.
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-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
Well technically yes.But halfassing implys some sort of intent. You tried but not much. Assing around usually means your well making as ass of yourself. Whatever, enough about that.
Point is pack mules or mobile storage systems do exist in Medieval Fantasy games. Plus they often make good stories.
Anyone here read the third book in the Narnia series? A Horse and his Boy.
Plus you have that pretty iconic picture of a lone warrior on his steed. It's small armor almost as worn and time beaten as it's master's.
Rollback Post to RevisionRollBack
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
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Basically, if D3 has a similar inventory to D2 then no, I would hate the weight system. It would force builds who don't focus on strength (like sorcs who mf and find all sorts of items) to gimp their builds in order to hold loot. Unless, of course, the weight factor is taken into account when balancing classes / skills. Either way, you still get stuck with a lot of unnecessary and tedious muling, in my opinion.
A point can of course be made for both cases, but for me at least, at first glance a weight system seems to fuflil no purpose in Diablo. The game is fast paced and focused on collecting items to a large degree, especially to trade. Impsoing weight limits might put different characters at different positions from an economic perspective.
For example, two characters both collect items, one melee-oriented with a lot of strength and the ability to carry lots of items, particularly heavy items such as armors, and a spell-casting character that cannot carry as heavy things.
The warrior will be able to pick up much more and thus go through countless more items, especially heavier things such as body armor, weapons and shields, while still picking up light-weight items that casters can. This makes them much more able to trade effectively, which in turn puts casters at a disadvantage, since they have to discard many items out in the field that the warrior could otherwise have picked up. When trading time arrives, the warrior can get much better deals because he simply has more to offer.
Compensation for this could be included for different classes, but then we're back at the start again, and there was no points in including the system in the first place.
Fuck you, I'm a dragon.
To Murderface
In the way Diablo was made, monsters have no character - they are just actors with various abilities, and it's not really their job to be realistic, only to provide interesting and diverse ways of acting. In fact, recording which monsters should drop what is going to bring many more unnecessary variables into the game...
What exactly can a swarm of bugs drop?
It's the decisions you make when you have no time to make them that define who you are.
Imagine it this way, melee holds heavy plate gear while caster holds light cloth gear. Basically its just limiting you so that you only grab what your class would require, rather then grabbing that sword that that barbarian could use.
Makes sense to me. I'm for it.
And if weight restrictions are imposed, and casting characters have a natural way of circumventing the limitation, then there would be no point in having a weight limitation in the first place, would there?
Indeed it's a lot to think about.
That could work, they should have better access to "cubes" than a warrior would.
Never played COD4. but many people here are pretty much describing Dungeons and Dragons. That's a Medieval Fantasy game. What is Diablo? Oh it's a Medieval Fantasy game.
It's tough, but I think they should make some changes.
Vote:
http://www.diablofans.com/forums/showthread.php?t=17929
That is probably the most realistic thing they could do, where the hell are you suppose to hide another full set of platemail. You obviously are not wearing both at the same time.
Vote:
http://www.diablofans.com/forums/showthread.php?t=17929
Puts DnD rules into Diablo, pretty fun actually. The Collector's Edition of Diablo II comes with the rule book for the campaign now. Awesome.
Fuck you, I'm a dragon.
Hehe pun.
Fuck you, I'm a dragon.
Point is pack mules or mobile storage systems do exist in Medieval Fantasy games. Plus they often make good stories.
Anyone here read the third book in the Narnia series? A Horse and his Boy.
Plus you have that pretty iconic picture of a lone warrior on his steed. It's small armor almost as worn and time beaten as it's master's.