franzuu 211 Posted January 24, 2015 (edited) 12...1. That'd be a start but just another layer to a dead end minigame. 2. How exactly is it any different right now? There is only 1 value right now, number of slots. Capacity vs 3d model size and color. How would it be any different in that regard with the new system? 3. Because it adds nothing to the game. Item location in back pack will not have an impact on: a. what gets damagedb. what gets wetc. what gets soiled by damaged itemsd. back pack 3d modele. how you get damagedf. how one item might damage another and it won't. The only reason to rearrange items in your backpack is to make it easier to find your stuff and to have the more critical stuff like bandages on the top so you don't have to scroll down in a firefight. You can rearrange a list/icon grid too. Make it even more authentic by making it real tetris. Only let us fill bags from the bottom up. 4. With my system it is easier to accommodate bigger items than it is to accommodate small items for the current one. The slots would have to be just way too small. Can you imagine how small the slots would have to be for individual seeds and bullets? Thousands of slots for a mountain backpack. You'll have to rearrange them, move stuff around when you want to put bigger stuff in because there is a nail floating in the middle of your bag etc. Too small to see and what if you want info on the item? Hover over a 2px x 2px thing? What I propose is more versatile and enables a more realistic depiction. 5. That was my comment on engine limitations. The servers can't handle too many items in a container. Not about the exploit that brings about the issue right now. 6. It adds nothing of worth while being a limiting design that makes the inventory system cumbersome. It only enables the people who are willing to put up with the TEDIUM. DayZ has enough of it already as part of its core gameplay. Packing your backpack right IRL is important because of the points in #3 and those won't make it into the game. 7. You can rearrange lists and icon grids 8. It won't. Each inventory slot will have to be a hitbox on the model and on the inventory screen the containers have no depth. Even now its too many slots to make them hitboxes, what if there are hundreds or thousands of slots? 9. We have the 1-9 quick selection bar that barely responds for quick equipping. The game shouldn't add depth and complexity for the sake of it, especially if its to the detriment of the overall experience. There are weapon attachments, camo options, crafting, farming, energy efficient foods, slot efficient items, optimal loot runs, item placement (split your bandages between containers) etc. Those are depth done right. You don't need to deal with them but if you do you get something out of it. "Depth" and complexity should not be a part of player controls, handling (animations, responsivness), UI or the inventory system. You should be able to have fun and master the game without those fighting against you. DayZ does a lot of fighting, and often to the detriment of fun. It has gotten better but there is a lot of room for improvement. Edited January 24, 2015 by Franzuu 1 Share this post Link to post Share on other sites
star-lord252 83 Posted January 25, 2015 This is how I'd like to see it done. Roughly, at any rate...I don't really like the inventory Tetris but I like the way this one is we can eventually have many more things added into inventory after this. PS your Jesus looks like Dwayne Johnson withouht muscles and a Jesus style of hair and facial hair and a Jesus shirt. Share this post Link to post Share on other sites
Evil Minion 943 Posted January 25, 2015 Somehow I came to believe that you think every players should have to use its inventory to the fullest. Thats not true - if you do not want to get into inventory tetris just don't fill your backpack with all this crap. Stick to the things you really need and you don't have have to deal with such nerdy things like:rearranging items (which is done only to get some additional space for bigger items)shifting items to different containers (to avoid potential damage to them)sorting items (for faster access and a better overview)stacking/splitting items (there should be an autostacking option when picking up items though)And if you really hate the twodimensional grid so much there could be a dumbed down version with the following parameters:weight capacityvolume capacitymaximum item lengthminimum container width (so packing 1.2m sticks does not mean you can also pack a 1.2m x 1.2m window)mi... okay lets stick with two dimensionsAdd autostacking but manual sorting (list up/down) and got a system that is almost as mighty (minus the rearragement) but much easier. Now it's a matter of design whether you want to give all benefits to all players by default or whether you want to include a (somewhat optional) minigame for players who want to unlock the full potential. The real issue is that right now everything you do requires you to go through inventory management. You should be able to interact with the environment (crafting, hand-environment interaction, using items etc.) without using your inventory at all. So if you find a chemlight you can light it and drop it without being forced to first put it in your pockets. Those pockets should only be used if you explicitly want to use them. Share this post Link to post Share on other sites
massacrorBKK 64 Posted January 26, 2015 While the "Life is feudal" one looks good, with items having durability and other properties (wetness, temperature, and how much left) I feel that those properties can be better represented in those inventory styles. It should be apparent at a glace whats up with an item, I shouldn't wait for an on hover popup. What I love in the "Life is feudal" inventory idea beside the weight system, is the way the item are stacking one on top of each others. It really make sense, especially for a bag pack... The way some items are on top and some items are in the bottom makes sense and feels like in real life. In order to get your gear packed at the bottom of your bag, you must first remove and drag the items that are on top of it. Share this post Link to post Share on other sites
charliepow 100 Posted January 26, 2015 If anyone has ever been hiking or camping you'd know that you don't want to put your food at the bottom of your pack because it's a pain in the ass to move everything else and get it out. In the game, items that are further down on the grid system should take longer to get out of your pack than ones sitting up top. Would add more depth and realism and also make you prioritise and think about each situation you're in. If you're venturing into a town you might want to rearrange and keep your medical supplies at the top of your pack as opposed to having food there when you're just wandering. Being a Diablo II player the tetris system just feels absolutely natural and also makes sense. Also people rant about weight systems, but heavier objects in the game usually take up more slots even if they're not physically that big (logs for example) Share this post Link to post Share on other sites
Prophet_01 1 Posted January 26, 2015 I kinda like tetris backpacks. It takes time t arange and sort stuff. It also tskes time to loot. That makes it extremely intense imo. it forces you to sit down in a safe place once in a while. It's kinda good if you are in agroup to do that after a team fight or airfield raid as it gives everyone some time to discuss what happened, calm down and concentrate againbut I guess it wouldn't make any difference to me if the system gets changed as long as you still have to have those time outs at a camp fire once in a while Share this post Link to post Share on other sites
St. Jimmy 1631 Posted January 26, 2015 If tetris is kept then it still needs a lot of tuning to get any realistic capacity for backpacks, jackets, trousers etc. The problem what it's now: - Currently there simply isn't enough slots. The inventory is way too limiting.- Protector cases, ammoboxes, cooking pots etc. takes 4 slots but they provide something like 6 slot capacity. It should be the opposite for a sake of everything.- You can put backpack inside a backpack and the backpack inside a backpack can have inventory full of stuff. This should be changed that you need to wrap clothing item if you want to put it inside your backpack etc.- When there's more space then more shapes can be done so things aren't just simple boxes.- Rotating items might not be a good option because there might not be enough space horizontally so the inventories need to be expanded vertically and that's how they can easily make something big not to fit in small backpack. Share this post Link to post Share on other sites
SaveMeJebus 164 Posted January 26, 2015 This is another one of those things that I can't help feeling would have just been better to steal from Arma 3. Arma 3's inventory system is where dayz needs to be eventually imo, wish they would have stole the inventory system when they stole the clouds :P Share this post Link to post Share on other sites