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Watches anime on Wikipedia
(07-23-2012, 07:31 AM)
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#201
Sacred 2 actually had a genius feature where you could sell your inventory's contents for reduced gold compared to what you could get walking to the vendor and selling it there. You never had to go to town in that game just because your inventory was full and you needed to sell things. |
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Member
(07-23-2012, 07:32 AM)
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#203
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I've done nothing with my life except eat and fap
(07-23-2012, 07:34 AM)
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#204
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Member
(07-23-2012, 07:43 AM)
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#205
I'm surprised that even gamers who are interested enough to go onto forums don't want their game experience to be anything but constant fun, all the time, as opposed to a game with balanced and correct systems that may be slow paced or boring at times but in turn makes other aspects much more enjoyable or appealing.
"No punishment, no reward" applies to pretty much every single conceivable aspect of any game. IE; After an RPG has established that gold is valuable (Also depends on other systems, like armor upgrades or not, monster differences and difficulties or not, as well as combat variations/upgrades/relative difficulty power or not, all of which also ties into their personal value or reward.), it might make you eventually go back to town to sell -- it might be a drag, depending on how well the reward systems are designed (Or how valuable gold is in the game at that point.), but since you don't want to drop the items you do it, and then you might decide to hang around in town for a little break, and talk to new NPC's, find new quests, new items or information on locations, gameplay mechanics, and so on -- and since a lot of players will probably do this several times atleast during a game like Skyrim, it adds a lot of additional value. It's not a bad design, it's well designed - it may not be as subtle as other reward systems (Or, rather, one of the systems with reward.), but it certainly adds a lot to a feeling of playing/being in a living world. This also applies to the reward of improving yourself in a game, but that's slightly different IMO since I think that is somewhat related to showing off "eventually" online, or to friends, whatever. Call of Duty single player and similar FPS games, for example, is somewhat unique I think in this regard though -- a part of the incentive to keep playing is probably to learn the story, "explore" new locations, get new weapons and to a much lesser degree since it's single player, your skills in the game. But when I first play a game like that, perhaps I can play for 2 hours, which is not a lot at all, and then play through in 30 minute increments, simply because I get so bored. I think this could be compared to an action movie -- they can maintain a high tempo throughout and be good, but most people will be burned out on action movies or would prefer a different genre afterwords -- which, might have something to do with the seratonin or dopamine levels. A game, for example, would need to provide stimulus for other emotional aspects to maintain interest -- the lack of stimulus of the other emotions or impulses will probably make most people sick of the action. Ie, in a really crude and simple example; if you have 5 types of Seratonin that need to be mixed together with minimum 3 different types at varying times to "gain access to" endorphins or dopamine - Seratonin 1 (Happy.), Seratonin 2 (Sad.), Seratonin 3 (Angry.) Seratonin 4 (Lethargic.), Seratonin 5 (Excited.) -- if the only output demanded for an extended period of time is Nr. 5, Excited, without any other periods where other emotions are required for more than a few seconds/minutes, you would become bored, and would need some other input (Which might make you interested in the Excited experience again.) Also known as repetitious behaviour I suppose, but I was trying to explain why it happened and how it might be factually true for most people -- so FPS games obviously need an update in systems designs. As the difficulty goes down, the quality of games will go with it, because a lot of the incentives to play are, on some level, relative to the diffculty. It almost seems as if people don't really want to play, and just want to tap some buttons or watch an interactive-movie, and somehow expect incredible, awesome things to happen without any boring/slow paced/lesser than incredible stuff which defies logic and human psychology all at once.
Last edited by Jac_Solar; 07-23-2012 at 08:09 AM.
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baby dolphin -> sun
it's the only way (07-23-2012, 07:50 AM)
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#208
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Junior Member
(07-23-2012, 07:58 AM)
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#210
NetHack had a terrific weight system. It wasn't an all or nothing system, with different stages and nuanced penalties for each. For a game basically about difficult choices the weight limit in Nethack was great as well, especially since maintaining stashes could be hard and annoying. Made you really question "do I need this crap?"
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Member
(07-23-2012, 08:04 AM)
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#212
I've been playing Resident Evil 2 on the PS3 lately and it has a very restrictive item limit.
You literally have to make some hard choices every time you encounter a chest. Items like keys, cranks and valves all need to be taken with you, along with necessary weaponry and health items, which is almost impossible. So either you skimp on health items/weapons and risk death, or risk having to backtrack to the chest all the time to get the item you need to proceed in the level. It's a touch too restrictive to me, even with the additional pack. Just two or three more inventory slots would be sufficient. |
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Member
(07-23-2012, 08:13 AM)
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#213
Yes. I love inventory management, especially grid-based inventory systems like RE4, STALKER, and Deux Ex etc.
![]() So Good. However, It does become pointless when the carry limit is too high, it just means you have to dump your extra equipment at a store once in a while, rather than adding any meaningful strategy or gameplay. Bethesda's games suffer a lot from this. But then again, every aspect of Bethesda's games are poorly designed, so it doesn't stand out that much. |
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Member
(07-23-2012, 08:18 AM)
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#215
But it doesn't do anything, it's just there, and it doesn't provide any rewards/incentives besides, perhaps, conflicting emotions on which gun to choose at certain points. (Unless you can upgrade it. Getting new weapons is a different situation in this case since it's inventory management and size.)
Last edited by Jac_Solar; 07-23-2012 at 08:21 AM.
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Member
(07-23-2012, 08:20 AM)
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#216
I think New Vegas's hardcore mode option is a good design decision. |
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I got d 2 tha eepdicked
d-e-e-p-d-i-c-k-e-d (07-23-2012, 08:28 AM)
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#217
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Member
(07-23-2012, 09:03 AM)
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#219
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Member
(07-23-2012, 09:05 AM)
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#220
Limits add meaning to your choices...but only when done right. Inventory limits that merely force the player to waste time travelling to the nearest merchant are essentially meaningless. I just don't see how such mechanics add depth without the presence of a time limit or other relevant consequences.
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Member
(07-23-2012, 09:06 AM)
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#222
This reminds me of some Yahtzee Crenshaw said about Red Dead Redemption a few years back:
Quote:
Quote:
RDR is an example of what a game becomes (or loses) when it throws away limits, be they in regards to weapons, items, stamina, health, etc. You have all of your weapons with you at a given moment. You never need to worry about dehydration, sleeping or eating (even though you come across other characters in the game world who are starving/lost in the desert). You never have to regularly spend money on anything. Money is worthless since you never need to buy food/water, the meat and herbs you hunt for/harvest are worthless beyond selling it (which nets you more worthless money), buying horses is a novelty at best since you can just whistle for a replacement horse even after your current one dies, the infinite-horse call ability makes it almost pointless to steal horses, the wanted system is worthless because you barely feel the need to break any laws through normal game progression/survival and you can fast travel, almost making it so you don't have to ride a horse outside of missions. The game is awesome, yet the option to have it be more hardcore in terms of survival would've given worth to just about every other aspect of the game. It's not completel analogous, but the carry limit of RPGs and this theoretical RDR survival mode seem akin. There's no problem with preferring no carry limit, but don't just hate on it as if there's no point. Devs already cater to that point of view enough as it is. It has its worth. |
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Member
(07-23-2012, 09:17 AM)
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#223
I can't think of any game I've played that was improved by carry limits. In every case they're annoying or worse.
The greatest thing I ever did in Skyrim was getting rid of my weight limit with a stat exploit. It saved me so much time dropping off loot. Finally I was able to feel the sense of freedom that the game was meant to convey in the first place.
Last edited by Monocle; 07-23-2012 at 09:20 AM.
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Member
(07-23-2012, 09:25 AM)
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#227
I hate it, and then skyrim also limits the buyers money so it's infinitely worse. I've had situations where I'm full, my companion is full, half way through a dungeon and I find some sick loot. All I can do is say Fuck.
If they made it so your armor and weapon in use didn't weigh anything it wouldn't be so bad.
Last edited by McLovin; 07-23-2012 at 09:28 AM.
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Member
(07-23-2012, 09:55 AM)
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#229
Here's a few: Dead Space 1/2 Max Payne 3 Fallout Day Z Splinter Cell |
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Member
(07-23-2012, 10:07 AM)
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#230
So you have to make a couple of decisions. How much healing/mana items do want to keep in your pocket and will you take some crafting ingredients? Should you take that knife with you for another adventurer or get an item that that is very valuable. You also have to take into account what your customers want. |
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Banned
(07-23-2012, 10:18 AM)
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#234
You're back from work and have 30min to play some Skyrim, the last thing you'd wanna do is unloading your inventory.
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Banned
(07-23-2012, 10:40 AM)
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#235
Originally Posted by Xater:
Last edited by Derrick01; 07-23-2012 at 10:44 AM.
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Member
(07-23-2012, 10:46 AM)
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#237
I can't stand carry limits in games, the argument that having a limit makes the game more realistic is poor because if so then how would you explain where your hero manages to hide their 60 potion bottles without any visible bag to carry them in?
Inventory limits either need to go the entire way and limit you to what your character can visibly carry on their person (1 sword, 1 shield, a small bag full of potions and nothing else) or they need to go away completely. You can't pretend that limiting a character to "only" be able to carry 4 shields is realistic when those shields are nowhere to be seen. |
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Member
(07-23-2012, 10:50 AM)
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#238
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Member
(07-23-2012, 10:52 AM)
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#239
Carry limits are good for things like horror games, diablo like loot heavy RPGs( even though i find the inventory in diablo 3 way to small).. you know things that give survival type gameplay/modes. It's shit anywhere else.Thank god they From Software removed it when making Dark Souls,that made Demon's Souls much more terrible.
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Member
(07-23-2012, 10:54 AM)
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#240
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Member
(07-23-2012, 11:18 AM)
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#242
Besides, since when you does anyone ever have to choose between taking potions or an extra weapon with you into battle? Nobody leaves themselves short of equipment, they just end up having to leave loot on the ground or hobble back to town at a snails pace. |
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Member
(07-23-2012, 11:23 AM)
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#243
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Member
(07-23-2012, 11:35 AM)
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#244
Inventory limits may be poorly designed, but they're not a poor design concept, at all. Your last comment doesn't make sense. Imposing well-designed carry limits doesn't make your character short of anything. Not every RPG is a loot game where you want to pick up everything you come across. In many RPGs inventory limits are designed to work with other gameplay systems, it's not some arbitrary bullshit. Yeah, I'm not saying games are particularly good at implementing these limits. Majority aren't. |
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Member
(07-23-2012, 11:38 AM)
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#245
Having to prepare and choose what you take with you when you go explore is a thing i like and it's a shame it's implemented rarely. If you have no carry limit in Skyrim and remove the money constraints of the Merchants the game becomes even more trivial than it already is. And this is true for a lot of RPG's, there's no need to take everything with you. Of course i understand that this may be too cumbersome for some. Not everyone likes to manage such things. But if done right they are not bad mechanics at all.
Last edited by patapuf; 07-23-2012 at 11:51 AM.
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Member
(07-23-2012, 11:50 AM)
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#248
Carrying 49 swords? No problem. Just picked up your 50th sword? Can't move anymore, you're over-encumbered, bitch! To hell with this shit. Dark Souls did it right. You can carry all you want, and your character's stamina and mobility depend only on what you equip. |
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Member
(07-23-2012, 11:57 AM)
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#249
Personally, I quite like how Dragon's Dogma does it.
5 tier carry weight vs agility system (no encumberance, light, medium, heavy, slowed to a walk). Plus team mates - to distribute stuff among. Also carry weight and agility that's dependent on character size - the larger your character is, the less agile they are by default, but also the more they can carry. And finally stuff in your home stash is accessible from any other home stash around the world - and crafting stuff is accessible from the stash at all times. So the end result is - you get a carry limit, but it's really only for the items of the current trip + your personal equipment... every time you go back to town, you deposit all the stuff and start with a fresh load again. It's probably one of the most elegant and most underrated (or at least least talked about) features of that game - especially when you compare it to how countless other RPGs do it. Additionally, items are sorted automatically into relatively intelligent and useful categories, which is always a useful design feature that people don't think too much about... until they have to tediously sort through hundreds of objects without categories. |