You're making an ARPG in 2025, but you're stuck in 1999
" dude....you just described the worst, most time consuming, most infuriating design of inventory that has ever existed in this genre. Alphabetical listing doesn't help anything in this game. Nor did it help much in other games that listed by item name. Adding a "weight" to each item you pick up is awful. Yet another number you have to juggle, except this one constantly needs to be juggled mid-mapping or risk instant death thanks to an unplanned major slow. Plus, you need to have your weight capacity memorized and at the forefront of your mind the entire time you play....yet another thing to try and maintain focus on. Woof. I've never heard of ANYONE liking that design. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Jan 10, 2025, 1:51:39 PM
|
![]() |
Marvel Heroes 2016 "solved" the inventory tetris problem by just making every piece of loot occupy its own 1x1 square. That was almost ten years ago.
Maybe PoE2 would really benefit from having David Brevik back at the helm. Funny, the period where he was advising GGG and helping port the game to the Chinese market (2015-2016) was arguably when GGG made many of its most meaningful changes to PoE1. |
![]() |
" EverQuest had every piece of inventory take its own square. Tons of games have had that. Inventory tetris is only a thing in ARPGs for whatever reason the designers invented a problem for everyone to hate and then pretend its hard to solve. |
![]() |
+1
hit every single issue directly on the head. |
![]() |
" Funny, on day one there was far less loot and things were in a pretty good balance. Then the masses whined about not dropping enough loot, so GGG boosted how much dropped. Now you are complaining that there's too much loot and it's not worth your time to pick it up. |
![]() |
" You are assuming the design makes you constantly juggle items around. That's on me for not mentioning it. But the game I was referring to allowed a big inventory, a high weight capacity, so you are never juggling stuff around unless you're carrying a ridiculous amount of useless stuff. As to alphabetical listing, it is what that game did because it didn't have affixes and suffixes. If POE2 was to implement a list, it could very well implement a grouped list, a tabbed list, even custom lists that suit each player's preferences at different points of progression. A list could also sort by item base, since you would never want to sort by full name of item anyways. It's these obvious things that make or break an inventory system. Also, the reason anyone has to juggle items around in any game (and you have to in POE2 as well, and constantly) is because of the tiny capacity. It is not because of the presentation of your inventory, but the capacity. So a bigger capacity, and customizable presentation will result in a much better inventory. Bottom line, inventory management in this game is very vanilla. Note I'm talking about inventory, not stash. The two problems being (1) tiny capacity that doesn't make the game better in any way; and (2) added manual micro-management due to the additional spatial element of positioning items with different shapes on a grid. |
![]() |
-1
|
![]() |
Yea, I agree on most of those points.
|
![]() |
That's actually unfair to developers in 1999. Even EverQuest had an auction house system at some point and more of a crafting system than this
|
![]() |
" Superb gaslighting, bravo. "excuse me, im hungry and there is no food" "oh ok, here is a dumpster full of rotting garbage- eat up champ" |
![]() |