Inventory management method is not fun

I hate inventory tetris. We need an auto-arrange or even better more consistent item sizes/shapes. D3 absolutely got it right with the one and two-slot items that go into inventory neatly. A restrictive inventory for game balance is fine but it shouldn't be such a pain in the ass to use.

However, I'd like to see the win32 game crashes fixed first. Inventory doesn't much matter until I can actually play Act II.
This will not be changed. (and you know this)

Stated hundreds of times by Chris himself, that it was already intended.
"This is too good for you, very powerful ! You want - You take"
I find at the moment having just starting playing that I have to go back to town to sell my items almost every 3-5 mins because I've filled up my inventory.

It makes levelling a bit cumbersome and although I understand the reasoning behind having a limited inventory when starting a game, there should be scope for increasing bag space. I also note that the actual boxes seem to be a bit oversized when they possibly don't need to be.
I have a mental disability where I never find it tedious to sort through a grid inventory in a game like this.
It is almost relaxing!
That said, an auto-sort would be nice for people who don't feel like spending time moving stuff around.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00
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wiggin wrote:
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Jauron wrote:
One thing I thought D3 really got right was to make items 2 squares or 1 square. No more fighting with your inventory.

This Diablo (1) style allows very nice high res arts. The only other way to do it is limit inventory space by 'weight'. I kinda enjoy this old-school style, though.


Agree. Keep it the way it is.
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BrecMadak wrote:
This will not be changed. (and you know this)

Stated hundreds of times by Chris himself, that it was already intended.

Chris said small inventory is intended. Where did he say it's also supposed to be a pain to make all the different-sized items fit? Link?
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wiggin wrote:
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Jauron wrote:
One thing I thought D3 really got right was to make items 2 squares or 1 square. No more fighting with your inventory.

This Diablo (1) style allows very nice high res arts. The only other way to do it is limit inventory space by 'weight'. I kinda enjoy this old-school style, though.

I know I already replied once but also this. This is something I love about the inventory system and something I miss a lot in RPGs.
I was replaying Might and Magic VI and VII and I just loved the huge detailed items, with nice colorful artwork done for them. Nowadays, everything is generally so small, there is nothing done.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00
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CliveHowlitzer wrote:

I was replaying Might and Magic VI and VII and I just loved the huge detailed items, with nice colorful artwork done for them. Nowadays, everything is generally so small, there is nothing done.


This is an ACTION RPG, not a puzzle game. Heroes of Might and Magic is a turn based strategy game.

In ARPGs, gameplay should revolve completely around action, not inventory tetris and the game of 'is that big item worth picking up in my small inventory?'. Inventory management should be very simple and basically a non-issue.
Last edited by TYRI_#6409 on Aug 17, 2012, 12:18:24 AM
But TYRI_, does it mean that diablo 1 and 2 were not ARPGs? The game define the genre, not the other way around!

I agree there is some limitation in action with this kind of inventory. If you wanted to have it limited by 'weight', you would have to do math every time you decide what to pick up. Tetris is more intuitive in my opinion and trivializing it to 'one square two squares' would take away the 2D arts and item size diversity.
✠ ✠
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wiggin wrote:
But TYRI_, does it mean that diablo 1 and 2 were not ARPGs? The game define the genre, not the other way around!


Well yeah, I'm not saying PoE isn't an ARPG lol. It's just that some people are acting like inventory limitation in an action game is some awesome feature. All it does is take away from the action, especially in a game where there are an extremely high amount of drops, and selling/rearranging items can be confusing and tedious.

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wiggin wrote:
I agree there is some limitation in action with this kind of inventory. If you wanted to have it limited by 'weight', you would have to do math every time you decide what to pick up. Tetris is more intuitive in my opinion and trivializing it to 'one square two squares' would take away the 2D arts and item size diversity.


The art can always be reduced in size.

I'd be pretty happy if they made just a few changes... like another row of inventory slots and reducing the size of some items (ie. 2x4 items to 2x3).

Though I'd be even happier if they just reduced inventory size, made every item 1x1 in size, and gave us an orb sack. I couldn't care less for inventory management in this game, it's so boring.
Last edited by TYRI_#6409 on Aug 17, 2012, 1:48:04 AM

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