Unit inventory is out of control

Has anyone ever played a game where their Sov had more rings than fingers?  The inventory is out of control.  I think rings might as well be 'consumable' like potions and books (oddly, both are accompanied by a "glug glug" sounds when you use them).

Think about it.  There is no reason to ever take off a ring.  You can't transfer it to another unit.  Once you have more than five items in inventory, it becomes a pain to scroll right with that tiny button to get to the new items!  And if you have more than one potion to drink, you have to click your inventory all the way to the right TWICE.  It is morally wrong! :p

At least add new items to the LEFT side of inventory and move equipped items to the RIGHT.  Please.

24,363 views 39 replies
Reply #1 Top

I think (hope) that inventory will eventually be movable to other units- at least champions and your kids....

Reply #2 Top

Didn't know it was like that...  Should definitely get a face-lift.

Reply #3 Top

Make the Rings stack like Potions and remove the ability for the powers to stack. That way I can horde Rings and Potions but only activate one of each kind.

The "glug glug" on the Manuals gets a pass for now due to the Beta stage we are at. :)

Reply #4 Top

Yea, the inventory system is still in its infancy.

Reply #5 Top

I would like to see some kind of "paper doll" system. In my opinion this would add a lot to the RPG-feel - plus isn't it just more satisfying to drag that newly aquired flaming sword to your right hand instead of clicking on it in a row of items?

Reply #6 Top

Quoting Palinchron, reply 5
I would like to see some kind of "paper doll" system. In my opinion this would add a lot to the RPG-feel - plus isn't it just more satisfying to drag that newly aquired flaming sword to your right hand instead of clicking on it in a row of items?
End of Palinchron's quote

Yep, I absolutely agree. B) [Btw the paper-doll idea has been brought up already a couple of times..]

Reply #7 Top

I like John's idea to stack rings, but it would still allow you to probably have more rings than fingers+toes.  Paper dolls though?  I don't know if I want that for Sovereigns.  I think it's fine for unit design but I don't want to wait in multiplayer for some guy messing too much with his sovereign's inventory.

Reply #8 Top

Quoting Palinchron, reply 5
I would like to see some kind of "paper doll" system. In my opinion this would add a lot to the RPG-feel - plus isn't it just more satisfying to drag that newly aquired flaming sword to your right hand instead of clicking on it in a row of items?
End of Palinchron's quote

The paper doll system for inventory is just a standard nowadays, isn't it ?

Reply #9 Top

Quoting vieuxchat, reply 8

The paper doll system for inventory is just a standard nowadays, isn't it ?
End of vieuxchat's quote

Yes I guess. Which proves my point in a way :)

 

I think I remember that this change from "simple item row" to "paper doll" was made from Heroes of Might and Magic 2 to HoMM 3, and in my opinion it added a lot of RPG-feel to it. Also, it helps with the logic (no equipping a dozen rings and two helmets on a paper doll - for humanoids, that is!).

 

Maybe it is just me, but I always found it fun in games to drag nice shiny equipment (fancy icons help a lot in this regard) to their appropriate slots - even in MoM where there were only three with symbols telling you what can fit there.

Reply #10 Top

Not just you.

I think a very charitble weight system would be good too, one that slightly reduces speed. So that your sovereign doesnt become a walking store and there's a downside too your 6 foot sword and 2inch thick platemail.

Reply #11 Top

Quoting tour86rocker, reply 7
I like John's idea to stack rings, but it would still allow you to probably have more rings than fingers+toes.  Paper dolls though?  I don't know if I want that for Sovereigns.  I think it's fine for unit design but I don't want to wait in multiplayer for some guy messing too much with his sovereign's inventory.
End of tour86rocker's quote

If they stack by Type, and you can only wear one of each type, then the others collected could be given to your Hero's and or your children when they grow up and need the POWER!

Perhaps we could use them for Diplomatic use as well. A spare Ring of Move +2 has got to be worth something to someone who didn't find their own yet... ;)

The current, non-rag doll, setup works well. One gets instant feed back about the look, as well as cost and turns needed to build, on the fly. Makes tweaking them easier, depending on how much time you have before the unit is required in the field.

The Sov is currently the only unit who even has an "Inventory" anyways right?

 

Reply #12 Top

Well we could simply make it One armor piece  4 rings one necklace 1 pair of boots one pair of gloves/gauntlets one helmet 3 weapons *one for both sides and one on your back* or 2 weapons and one shield.

 

I think that covers it.

 

This is like the old system from heroes of might and magic but its a good one it works its solid has always been used and isn't  a b**ch in single or multiplayer *I only care about single*

Reply #13 Top

You could always allow players to fiddle with their paper dolls between turns if your worried about players spending too much time switching around epic loot.

Reply #14 Top

A paper doll system is really something that should be added.  Right now items don't really feel very valuable, equiping them on your units will make them feel more special, and give the player a much more immersive feel.  It will make the player feel more in control of, and attached to their units.

Reply #15 Top

Grab your paper doll inspiration from the Heroes of Might and Magic series...

 

It also has backpacks scrolls, spell books, misc items

Reply #16 Top

Quoting stevelamperti, reply 14
A paper doll system is really something that should be added.  Right now items don't really feel very valuable, equiping them on your units will make them feel more special, and give the player a much more immersive feel.  It will make the player feel more in control of, and attached to their units.
End of stevelamperti's quote

The immersiveness claim works for me, but I don't much like the idea of adding yet another drag-and-drop task that could just as easily be done with a double-click, or, gods forbid, a keyboard shortcut.

Also, when the inventory system moves into early adolescence, it might be distinctly different for champions vs. regular units. A paper doll inventory system for the regulars seems like it could get tedious on very large maps and might also have an excessive art overhead.

Reply #17 Top

Check out the inventory system on "heroes of Annihilated Empires" It uses both the "Paper Doll" system and the "double click" system.

when the appropriate item is double clicked it automatically goes to one of the empty inventory slots. Also if it included the abilty to mouse over the items and give the difference in stats, it would speed up the equiping of items.

 

Example:  I pick up "Super Cool Sword of Badassness"  I mouse over it in my general inventory,  it says it gives +2 to attack and +1 to defense. My currently equipped weapon is listed next to it for comparison "Wet Noodle of Despair" (5% chance to hit your self instead of your target)

From this I can instantly tell the SCSB is much better than the WND so I double click on the SCSB and it equips replacing the WND.

Not asking for a full "Diablo" type inventory .. but just something that is a little more on the RPG side and less on the RTS.

 

 

 

 

 

Reply #18 Top

I think its currently some-what paper doll, but Definitely Paper-Doll all the way :)

 

As for jewelry .... 10 rings, 1 necklace, and 1 set of ear-rings.

The rest of the armor is already mutually exclusive. Now all we need is for each unit/Champion/Sovereign to be able to carry two weapons "readily available." Meaning that in a tactical battle, your Sovereign can freely choose between that Longbow of Smiting and the Flame Sword + Ice Shield. Switching weapon set should either take a full turn, or take only half a turn.

(if it takes half a turn, then their combat speed and movement speed are halved during the turn of the switch, however can go no lower than 1)

Reply #19 Top

Any thought on monster items? 

Collars for war dogs,  charms for flying things... 

armor for horses?

Armor for the Bear Cavalry I hear everyone asking for?

 

Also will there be armor sizes?  Will my 700lb troll fit into the same armor as an 85lb scout? 

Reply #20 Top

Quoting Frogboy, reply 4
Yea, the inventory system is still in its infancy.
End of Frogboy's quote
How many turns until maturity?

Reply #21 Top

A possible reason it seems less immersive is that after equipping the Uber stuff, we get to go back to a guy standing on a floating pedestal in a night gown.

How immersive can that ever be. :)

Perhaps, with time, when you finish equipping that same Uber stuff we will get to go back to a Knight like figure, encased in in gleaming suit of armor, waving around a flaming sword, the immersion levels will go up.

If Building Houses is so 2000ish, then Rag Dolls are so 2005ish. LOL

 

Reply #22 Top

A possible reason it seems less immersive is that after equipping the Uber stuff, we get to go back to a guy standing on a floating pedestal in a night gown.

How immersive can that ever be.
End of quote

Plenty for those of us who still have a box of devotedly-if-not-well-painted D&D figs around the house somewhere... ;P

Reply #23 Top

  The inventory management will be good to change .  Think all the heros/champions should have the paper doll inventory.  I would like to see that once we equipe an item on a hero that it shows up on the figurine.  With the equipement and figurines being painted.  The bases should have camoflouge ability to blend in with whatever tile they are currently on.  I'm sure they will change the sound for books at some point.  Having multiple cities under our Soverigns control, we probably have some storage available(in our Tower, Fortress, etc) beyond just what we can carry.

  Maybe have some sort of paint miniature editor.

Reply #24 Top

I would love to have some sort of Miniature Painter/ Army Painter/ Item Painter.

Maybe I want my Iron-clad troops to be Painted in red for the 'Blood of the Emperor!'

 

equally, painting my leather-clad stealth troops in Mottled Green Camo and calling them "Commandos" or painting them in black and calling them "Ninja".

Firstly, the items and equipment to give them stealth-powers (perhaps reinforced by the leather armor and fur boots) is a cool game feature ... and secondly, the Painter (to paint said armor and items) would be awesome from an aesthetic appeal ... especially as it gives option to have units appear unique.

Now ... the practicality of dying leather a certain way, or painting iron armor (glaze? laquer? wax?) might seem either unfeasible, or perhaps require additional tech ... that kind of flexibility would be AWESOME!!!!

I mean, even in the main game, I could create units ALONG with their aesthetic paints and their custom Names, and have my Blood Angels and Emperor's Children.

 

Reply #25 Top

Quoting GW, reply 22

A possible reason it seems less immersive is that after equipping the Uber stuff, we get to go back to a guy standing on a floating pedestal in a night gown.

How immersive can that ever be.
Plenty for those of us who still have a box of devotedly-if-not-well-painted D&D figs around the house somewhere...
End of GW's quote

(smiles) Yes indeed. The truly rough part of that is once you get more than 2 figures on the go at once, it becomes really difficult to keep the 3rd one on the monitor. on which you have certainly drawn, with liquid eraser, the games map grid. LOL