Axehilt said:
Are you suggesting you played through Elite Dangerous without ever putting something in your cargo hold? Or would you prefer to drop this nonsensical claim?
Vast majority of time I was doing fine with no cargo hold at all. It is completely viable, cargo space has only specific use - trading, some missions, consumables. Very limited use.
It is not required to play the game.
Oh so you did use the cargo hold then.
Right, next post then.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Axehilt said:
Are you suggesting you played through Elite Dangerous without ever putting something in your cargo hold? Or would you prefer to drop this nonsensical claim?
Vast majority of time I was doing fine with no cargo hold at all. It is completely viable, cargo space has only specific use - trading, some missions, consumables. Very limited use.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
Would you still consider it inventory if you're physically manipulating contents? IE: Putting/taking gear on/from a training dummy, physically shuffling through hangers, swapping your weapon for something on a weapons rack, and having to either hold something to carry it or wear it somehow... As long as it's not something you do often it seems like it wouldn't be a bad mechanic(but would get tedious otherwise).
Also at which point does something no long(er) become/have an inventory system. For instance there will be a point where you need to shift your complexity somewhere else after inventory is gone. Which means something like skills you've learned, abilities you picked, allies/quest-lines/titles, or something else becomes inventory like.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
SpottyGekko said:
I'd imagine that E:D's severely limited "inventory" was less a conscious design preference than forced by necessity due to the game's unique architecture.
...previous Elite games had similar inventory design.
In fact I would even say most space sims have "no inventory".
I seem to recall that EVE has quite an extensive inventory system.
E:D is also slowly expanding the usage of the inventory, the latest addition being the crafting materials for Engineers. You can carry 100's of trade goods in your hold, it's just a less accessible form of inventory. No doubt it will be expanded further, specially when player avatars are introduced.
For all intent, the inventory in EVE is limitless. 10K per can in a station. So yes, 10K cans with 10K items in each can in 3000 stations just in High Sec. You get the point. You will never be 'full'.
Vendor trash and a bajillion collection items annoys the heck out of me.
City of Heroes had very little inventory management. Guild Wars 2 at least had a number of quality of life features to help with the management. Then on the opposite side Black Desert online makes me want to go on a murderous rampage with how many things you have to collect stacks of.
There's inventory and then there's "lets give the player 20 slots but have them fill those slots within 10 minutes of playing so they have to constantly go sell, delete, not pick things up, or buy inventory slots in the cash shop".
I really don't like when quest items take up general inventory space. Everything should have it's own inventory area. More MMO's should also have companions which can sell your junk, like in SWTOR.
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Can I assume we are not counting equipment into the category of inventory? If not, then I would simply go with Pirates of the Caribbean online (yes that was a thing). Everything you looted turned into gold.
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SpottyGekko said:
I'd imagine that E:D's severely limited "inventory" was less a conscious design preference than forced by necessity due to the game's unique architecture.
...previous Elite games had similar inventory design.
In fact I would even say most space sims have "no inventory".
I seem to recall that EVE has quite an extensive inventory system.
E:D is also slowly expanding the usage of the inventory, the latest addition being the crafting materials for Engineers. You can carry 100's of trade goods in your hold, it's just a less accessible form of inventory. No doubt it will be expanded further, specially when player avatars are introduced.
For all intent, the inventory in EVE is limitless. 10K per can in a station. So yes, 10K cans with 10K items in each can in 3000 stations just in High Sec. You get the point. You will never be 'full'.
But EvE where you have your inventory has consequences. You could end up having an empire's worth of assets locked away from you if you aren't careful. Likewise that inventory has a fixed position that could be an hour or more away(depending on ship/location/safety).
Your "use" inventory is also balanced on your ship type and can be very limited.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
I prefer a clutterless and junk free inventory but I inventoryless? Trying to do that is like making watered down RPG. Items that can be looted, sorted, sold, traded, crafted, broken down, or other adds a lot to a game. If all that was replaced by picking up power ups...no thanks.
SpottyGekko said:
I'd imagine that E:D's severely limited "inventory" was less a conscious design preference than forced by necessity due to the game's unique architecture.
...previous Elite games had similar inventory design.
In fact I would even say most space sims have "no inventory".
I seem to recall that EVE has quite an extensive inventory system.
E:D is also slowly expanding the usage of the inventory, the latest addition being the crafting materials for Engineers. You can carry 100's of trade goods in your hold, it's just a less accessible form of inventory. No doubt it will be expanded further, specially when player avatars are introduced.
For all intent, the inventory in EVE is limitless. 10K per can in a station. So yes, 10K cans with 10K items in each can in 3000 stations just in High Sec. You get the point. You will never be 'full'.
But EvE where you have your inventory has consequences. You could end up having an empire's worth of assets locked away from you if you aren't careful. Likewise that inventory has a fixed position that could be an hour or more away(depending on ship/location/safety).
Your "use" inventory is also balanced on your ship type and can be very limited.
After the glitch where you could get high sec clones without standing, that became less of an issue. Most of PI alts have at least 2 clones, forget mains. I'm very aware of lock out. I lost half my assets for two years when blues lost their space and when I got it out I never left reserve assets in null again. There was always NPC null or low within cyno range.
Most of the assets locked out are from years past and players that just said screw this and never looked back. The example I provided described High Sec alone. Low and Null are a whole other can of worms and even there they are safe if you navigate the system. The biggest issue in EVE is knowing how much 'stuff' you have and keeping track of it. Even with secured low sec assets, you figure out you won't be fighting for an alliance, you can liquidate and ask, how the hell am I going to get 18 battleships 9 jumps in low sec to market? They sit there forever because you never come up with a realistic solution.
Comments
Right, next post then.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Yup. The point is over.
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Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
You looted the ability mods but that was it.
Also at which point does something no long(er) become/have an inventory system. For instance there will be a point where you need to shift your complexity somewhere else after inventory is gone. Which means something like skills you've learned, abilities you picked, allies/quest-lines/titles, or something else becomes inventory like.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Im no expert but games like Dark Souls use this method, yes? I.e. Get better weapon = trash old one? I've not yet seen that in an MMO, to that extent.
City of Heroes had very little inventory management. Guild Wars 2 at least had a number of quality of life features to help with the management. Then on the opposite side Black Desert online makes me want to go on a murderous rampage with how many things you have to collect stacks of.
There's inventory and then there's "lets give the player 20 slots but have them fill those slots within 10 minutes of playing so they have to constantly go sell, delete, not pick things up, or buy inventory slots in the cash shop".
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Help me Bioware, you're my only hope.
Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.
Your "use" inventory is also balanced on your ship type and can be very limited.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Most of the assets locked out are from years past and players that just said screw this and never looked back. The example I provided described High Sec alone. Low and Null are a whole other can of worms and even there they are safe if you navigate the system. The biggest issue in EVE is knowing how much 'stuff' you have and keeping track of it. Even with secured low sec assets, you figure out you won't be fighting for an alliance, you can liquidate and ask, how the hell am I going to get 18 battleships 9 jumps in low sec to market? They sit there forever because you never come up with a realistic solution.