INVENTORY HOARDING

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When I was younger, I was just as bad about item hording as the comic in the OP, nowadays though, I'm quite liberal with my item use in most situations.

I think the paradigms I've enjoyed the most regarding items have been where;

1) Items that scale with stats or that have effects that are equally effective at every level.
Potions that heal a % of max health, bombs that scale with INT, status inflicting/buffing items, ect.

2) Clearly-defined character roles regarding magic/skills, with items intended to cover the gaps that those innate skills/magic do not
pretty self-explanitory, I think

3) Combining a limited 'stack size' with more frequent refill opportunities
This allows the designer to make items with more powerful effects easier to acquire, while at the same time prevents players from spamming those better items for easy wins. Stack size could even vary from item to item, like so

Potion: stack up to x9, heals a single target for 30% of max hp

Hi-Potion: stack up to x5, heals a single target for 50% of max hp

Elixir: stack up to x3, heals a single target for 100% of max hp

Mega Potion: stack up to x1, heals the entire party for 100% of max hp

4) Items as alt-mp
I've seen this used a few times, such as the party having a first-aid kit with a limited number of charges, which can be spent to heal, revive or remove status effects. Another example would be the Estus Flasks from Dark Souls, which are functionally identical to healing spells except they don't scale with stats (but they can be upgraded, so they DO scale over time).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
<3 Skie

FF13 almost removed items. They made potions utterly worthless after the first 20% of the game, and phoenix downs cost lots of money and the game never gives you any money. Eight hours into the game, if you've been saving, you have enough money to buy three phoenix downs. Right around the time you can finally start farming enemies to earn money (60-70% of the way through the game), you learn Raise, so phoenix downs stop being useful except to revive your healer. The only other item I remember that game even having is librascopes, which cast Libra, which is actually kind of legit useful (and thus I hoarded and never used them)
In my first playthroughs of Mass Effect and Dragon Age, I was constantly hitting the inventory cap. Despite playing a ton of Fallout 1&2 on the computer, I was so used to older games, like Final Fantasy, where you could pretty much pick up everything in the world and not worry about running out of room, that I screamed "bad game design" every time I had to melt down that assault rifle X I wanted to try out, or saw the red text announcing "Inventory Full."

On subsequent trips through those games, I kept only what was useful and sold the rest. I noticed that I never ran into the poverty issues I had my first time through, since I was converting all my useless gear into cold hard currency.

In Dragon Age, I used to hate setting my party members to automatically use a health, stamina, or lyrium potion. I preferred to micro-manage health and stamina/mana myself during big battles, but I still screwed up every now and then and found myself wasting rare injury kits when I wasn't paying attention and had Leliana get felled by a random Carta ambush. I decided enough was enough and set everyone to auto-potion as needed, and then found myself running out of healing items in the late game when I needed them more. To that end, I went back to hoarding potion components, only brewing ten or so of anything at a time to put a limit on how much could be consumed during a normal/elite/boss battle. It happened to work out almost perfectly.

Mass Effect 2 pretty much tanked the whole inventory concept, and aside from desiring more customization options, I got used to the system very quickly.

In Dragon Age 2, I made liberal use of the Junk Item key. Any piece of armor Hawke couldn't use, junked. Any weapon that the team had outgrown? Junked. After almost every mini-quest, I went to a store and sold all of my junk. I routinely found myself with 100+ gold pieces, and invested heartily in Elfroot and Restoration potions (which I ended up using pretty sparingly), as well as the almighty re-spec potion.

Now in Deus Ex games, I am a complete hoarder. I always abused the glitch in the first one that let you stack items over each other. That way I could always have a modified silenced sniper rifle for long shots, a rocket launcher for bots, emp grenades, scrambler grenades, enough lams to scuttle five supertankers, an assault shotgun, a modified Assault Gun with a ton of HE ammo, a stealth pistol, a sawed off shotgun, some zyme, a case full of aug canisters (only auged myself when I ran into a situation I couldn't overcome natrually, which was rarely), and bioelectric cells.

In Human Revolution, I always expand my inventory to the max as soon as possible, even when I end up not using 90% of what I'm carrying based on my play style.

I also tend to hoard experience points/level ups in games that let you control where and when you spend them. In Human Revolution, there were times when I had 13 or more Praxis kits laying around. I always tried to overcome things through reflex and intuition, rather than just modding my legs and leaping over it, or stealthing through a whole level in 30 second increments. (Of course, in later replays, I did a "no Praxis kit left behind" challenge, where I upgraded every time I was awarded one just to see how the game played that way.)

After learning that a lv2 Soldier + lv 18 Jedi was better than the level 7 Scout Level 13 jedi I made the first time, I played Knights of the Old Republic as a scaling low level challenge and went on the do the second game the same way. I'd sit on my level ups until I got to a fight I was having difficulty with, then I'd level my character up one step and see if it was enough to get through (the fact that level ups also restored health might have been a factor here, since I was trying to conserve medkits!) It actually made them more "cinematic", in that boss battles followed the film rule: The good guy was getting his ass handed to him, until he automatically got stronger and fully healed and then handed some of that ass kicking right back.

Of course it made my first fight against Sion on Korriban a wash, since I was trying to bull my way through before I realized I had to erode his will to win. I think I burned through seven levels or something worth of upgrades and healing before I gave up, loaded my last save, and went conversational assassin on him.
Items seem like such game breakers, though. Heal all damage and recover all magic for the entire party? yes please (hello Megalixers!).

Being that the original Dragon Warrior is so ingrained into my psyche, I usually think of it when I design my items, for better or worse. There is usually only 1 healing item, and it's usefulness is outstripped pretty quickly, and revive items are exceedingly rare.

I mean, Dragon Warrior was pretty badass - 8 item slots MAX, NO Mana recovery items, NO revive items (he solo'd the game, he was so badass), and rinky dink medical herbs that healed 35hp. Oh, and a flute.
author=kentona
and revive items are exceedingly rare.


Fuck that, I know. I hate you with a passion now that I'm playing Hero's Realm; I have to run to the church every now and then, and... blergh.
Death sucks. Quit being a bitch.
I have different strategies for different games. Usually, I hoard the crap out of them, sometimes I often sell them, and occasionally I constantly use them. It depends on what the gameplay specifically calls for. At least for me. (I love hoarding, though...)
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
Could always make needed items based on in battle, and out. Like you can't use healing magic inside of battle, but you can't use Potions outside of it.

So then when you're in battle, you're forced to use the potions, and when out, you can use the magic to heal. It might seem a bit illogical, but it could work. That, or outside of battle, you can only use potions so many times before your next few battles. Say you can use 3 or 4 of any type of healing potion outside of battle. Then when that stops, to make it work again, you've got to enter, and win, 5, or 10, or 15 battles in a row before you can use potions outside of battle again.

Maybe the same for healing spells inside of battle. You can only use Healing Spells 5 times during a battle, and after that ends, you have to wait 5,10,15 more battles before that works.

This way you can still heal like normal, but it's limited.

Also making items grow based on level. A potion heals for 20. Say you level to 50. It now heals, for, say 250. Not really a good balancing as it's only an example, but that could help.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Thiamor
Also making items grow based on level. A potion heals for 20. Say you level to 50. It now heals, for, say 250. Not really a good balancing as it's only an example, but that could help.


The primary reason RPGs don't do this is usually because the player earns money about a billion times faster at level 50 than at level 20. So if the items are sold in shops, they want to make sure you are paying an appropriate amount at that stage in the game.

I kinda liked the way Dragon Age 2 handled it though. The potions heal 60% of your HP and cost 60 silver each. At level 15 you earn money about three times as fast as you did at level 5, so you'd think it would have this problem. But groups of enemies also have about three times as many enemies in them, so battles last three times as long and you use up three times as many potions. It's pretty clever actually.
Like everyone else I am a big hoarder of items. In almost any game I fill my pockets to the brim with useless crap and in Diablo I get about five meters outside the town gates before I have to return to sell all that valueless loot for five gold that is taking up loads of space in my inventory.

I have to make a conscious effort to leave a rusty blade or a broken bottle lying on the ground and not pick it up and throw it into my inventory. However there are certain games more recently that sort of encourage not having every single piece of thing and pick it up. For example I played New Vegas and in the beginning I obviously raided every cupboard and took every little thing from everywhere. I didn't take me more than five minutes to be overencumbered and that's I realized I just don't need all those pieces of duct tape (though later I would when using those specifically in crafting).

Yeah games can have different ways of encouraging or discouraging massive looting but in the end it is mostly a question of attitude. It's easy to be a hoarder but people can change. Make conscious efforts to change.

Yeah, true, I still rarely gobble down any kind of potion I find anywhere so my inventory is filled with fifteen different potions that have different short effects (hello Terraria) and I guess some games could encourage me to chew down more potions. (Now I don't remember. And I need to play more of. But The Witcher is apparently all about alchemy and making potions and shit so concievably in that game there should be some reason to drink some potions once in a while)

Though in the end I often sell those potions for gold. Because I don't need +5 defense for five minutes when I can get hundreds of gold for it! Often the only time I use buff potions is when I've failed at an encounter, had to reload and then I buff myself up enough so I can beat the encounter on the second try.

I guess this is one of the problems with inventory hoarding. You actually don't know when you need it. I walk down a street and I'm surprise attacked by a bunch of thugs. I don't have time to drink a potion because I'm busy beating up thugs. Now if I knew those thugs were coming for me (like for example after I've died once) then I'm much more likely to drink a potion or two before a fight.

So I guess games should just build up monsters more and have characters say "Hey man, did you drink that potion of awesomeness because I bet you're going to need it in this fight.". Where the main character obviously answers "Fuck no. Am I a man or a mouse. I don't need no stinkin' potions"


This post was much longer rambling than I intended originally. Just read the first two paragraphs, there's everything I had to say about the topic.
author=LockeZ
author=Thiamor
Also making items grow based on level. A potion heals for 20. Say you level to 50. It now heals, for, say 250. Not really a good balancing as it's only an example, but that could help.
The primary reason RPGs don't do this is usually because the player earns money about a billion times faster at level 50 than at level 20. So if the items are sold in shops, they want to make sure you are paying an appropriate amount at that stage in the game.

I kinda liked the way Dragon Age 2 handled it though. The potions heal 60% of your HP and cost 60 silver each. At level 15 you earn money about three times as fast as you did at level 5, so you'd think it would have this problem. But groups of enemies also have about three times as many enemies in them, so battles last three times as long and you use up three times as many potions. It's pretty clever actually.


The problem with Dragon Age 2 is that nothing changes.

If the amount that the potions heal, and are worth, scales perfectly with how many you need and how often you need to buy them, then nothing has really changed. You might as well have the price scale and all the damage scale and everything be represented by percentages that never really change.

Enemies always deal 10% damage, you always heal 60% with a potion, you always need 1 potion every 6 hits. It becomes like clockwork and extremely boring. I don't even remember having any feelings towards Dragon Age 2's restorative items one way or another, which shows it didn't make an impression at all.



I particularly like the way it is handled in Chrono Cross. Items and Magic are the same thing. Some are consumable, others aren't. You can equip consumables or non-consumable healing 'Elements'. At the end of Combat, any spells that you could have cast (since you need to earn the ability to use elements in combat) can be used to heal you during the Victory screen. You can also opt to use consumables or not (from your stock, not what is equipped unless its needed) or choose not to heal at all (why you would do that I don't know.)

You eventually end up with stacks of consumable elements, but for the first half of the game at least I will often find myself seeking out easy fights, so I can just attack the mobs to get enough points to use my non-consumable healing abilities at the end of combat, rather that spend the consumable ones.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=prexus
The problem with Dragon Age 2 is that nothing changes.

If the amount that the potions heal, and are worth, scales perfectly with how many you need and how often you need to buy them, then nothing has really changed. You might as well have the price scale and all the damage scale and everything be represented by percentages that never really change.


There are lots of things that should change over the course of the game to add variety and keep things fresh, but I really don't think whether or not you have the correct amount of resources to survive should be one of them :/
author=LockeZ
There are lots of things that should change over the course of the game to add variety and keep things fresh, but I really don't think whether or not you have the correct amount of resources to survive should be one of them :/


Bullseye.

To go further, I'd say that there shouldn't be an issue of attrition from one encounter to the next, especially not with magic. Where's the fun in learning cool magic spells, if you're conserving MP for bigger fights?

I believe in tougher regular fights followed by some total healing (Arc style).

That's for most RPGs. Scratch that no attrition bit completely if you're doing a survival dungeon crawl, ala Lufia 2 Ancient Cave.

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