Magical item bag

Malukao

First time out of the vault
One thing i thought could be an evolution from FO1 and 2 is the fact that your character pulls items from apparently a magical and nowhere to be seen bag.

i wish they could really give a explanation on how the player carries so much items only with a vault suit...
 
It sure would suck if all you could carry around is a gun, some ammo, and a few trinkets.

Ya it does not make sense but there really is not a realistic way to have a player carry around the amount of stuff that they want to carry around, or need. Is a Diablo style bag more what you are thinking?

Anyway Bethesda will fix that though by making it a FPS. :D
 
<irony>

maybe bethesda could just add the 99 items system.

that would be a hell of a add

</irony>

please dont do this todd

also how do i add images to my sig, bb code?
 
Yeah,
 
Fallout already has a weight limit for equipment. Adding restrictions to bulk size like in Diablo (for example) is rather annoying in practice. As far as I know most (all?) PNP RPGs don't impose such restrictions, not only because it'd be tedious to keep track of (this could be solved by using size values (analogous to weight) rather than the tetris-like system Diablo or Deus Ex use), but rather because it's more of an annoyance than an improvement.

Realism rarely equals fun -- having to carry supplies around when travelling may make a game more challenging, having to carry supplies around to live another day may ruin it (if that's not supposed to be a core aspect of playing the game), having to use a toilet regularly and not forget to wipe WILL ruin it (unless your game is The Sims or some kind of toilet-business simulator). The same applies to inventory restrictions.

Fallout's invisible supersized backpack may not be realistic, but it's pretty much what a PNP RPG player would expect -- and Fallout is all about capturing the PNP experience.
 
I see no reason why the player should have to carry around 20 weapons though. I think the character should be restricted to a certain extent. Everyone has seen Matrix. You saw how many weapons a person can hold on him, and those were all concealed. Duffel bags and rucksacks can be packed out the ass if you know how to pack,so I can see them holding a lot of items though.
 
Ashmo said:
Fallout already has a weight limit for equipment. Adding restrictions to bulk size like in Diablo (for example) is rather annoying in practice. As far as I know most (all?) PNP RPGs don't impose such restrictions, not only because it'd be tedious to keep track of (this could be solved by using size values (analogous to weight) rather than the tetris-like system Diablo or Deus Ex use), but rather because it's more of an annoyance than an improvement.

Realism rarely equals fun -- having to carry supplies around when travelling may make a game more challenging, having to carry supplies around to live another day may ruin it (if that's not supposed to be a core aspect of playing the game), having to use a toilet regularly and not forget to wipe WILL ruin it (unless your game is The Sims or some kind of toilet-business simulator). The same applies to inventory restrictions.

Fallout's invisible supersized backpack may not be realistic, but it's pretty much what a PNP RPG player would expect -- and Fallout is all about capturing the PNP experience.

PnP games don't call on any size rules, true, but they do call for logic from the players.
On the other hand though, I completely agree with what you say.
 
Month-old thread, but screw it...

Realistic inventory management sounds good on paper, but would rapidly become an annoyance in CRPG's. Hell, just your money would probably amount to more than a person could realistically carry - any idea how much sheer space 10,000+ bottle caps would take up? About all you could do would be hit your opponent over the head with your money bag and hope it doesn't split the seams.

Now bear in mind that I'm an old-school PnP player. There, I loved to have huge treasure hordes in tiny denominations, leaving the characters to decide what to take and what to leave. But in that setting, all a player really has to do is state outright what they're carrying and where (knife in the boot, shotgun slung across the back, etc) while in a CRPG detailed inventory management can be a major chore that can all too easily detract from the game. Hell, I find the Fallout inventory system a bit obnoxious sometimes because it can't be easily rearranged, and I even tend to cheat in a backpack in F2 for infrequently used but still needed items.

I will say that the over-simplistic approach (i.e. "<X> Monster is killed: You gain 100 XP and 100 coins") annoys me as well. It's a delicate balance that's VERY hard to strike dead-on.
 
Nimrod, can you think of a game that had a good inventory system?

I think I like X-Com Apocalype for this-- both for the graphical layout and for the logic of it.

You could even have different AP times for accessing different parts of your inventory.

That is, if there were AP.
 
Modo said:
Nimrod, can you think of a game that had a good inventory system?

Sure. They've all got issues but as I said above, it's a thin line between 'realistic' and 'tedious as all hell'. Never played X-Com Apocalypse, though. I like the idea of different AP costs for different parts of your inventory - it should be much quicker to drop an empty gun and pull a knife than to rummage around in a backpack.

I liked the way Arcanum handled it - although you had the "tetris" style inventory, it was (to me anyway) easy to work with and you could let the game automatically sort it for maximum free space if you wanted (which worked well most of the time). Had a halfway decent "quick-draw" method which worked nice when prepared for carefully. All in all not too shabby.

But I'm really not as picky as I'm making myself sound. The Baldur's Gate "16 items maximum" or the Fallout "Scroll down through a dozen salvage items to find that Stimpak" methods are fine. The game portion of the game is more important than the inventory system.
 
I don't think the inventory system will break a game by no means,but I did not like Fallouts inventory system in the least bit. I do prefer the Diablo method somewhat. The massive amount of money that you carry around in most games can be handled with some sort of banking system like in most MMO's though.
 
A Post-Nuclear Bank!!! Wohoo!!!
In a land of raiders, robbers, mutants, radiation ect. Would be very hard to add a "bank".
Titan Quest bag is a realy good add. It has a auto-organizate option and "aditional carring straps". Restriction for money amount is not-applicable. How would you buy a 50.000 Gauss Rifle?. I was thinking for a FO2 mod (with various kinds of money) a credit-card kind-of item, letting you acumulate "credit charges"
 
It could be nice if you can mark things in your worldmap, that way you can bury some items that you may need and come back any time. Kinda the same that the character of the post nuclear comic does.
 
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