Inventory Management Puzzle - TV Tropes
Inventory Management Puzzle
How many things can you carry? If your life depended on it, would you take one more?
Games have many practical reasons for limiting carry. First, as with anything, there is a limit to the size of memory in which you can store your gear, and a limit to how large the screen can be to work with a particular game-idiom and reflect that. Apart from this, there is the problem of combinatorial explosion, which limits the player's ability to not bring in objects that will complicate the artist's life in the future.
Also, some games limit inventory due to the fact that creators want to control the inventory part of the game, forcing the player to send another resource. At highly ordered levels, it is possible to elementally limit and control the number of objects, i. e., you can only wear a certain number of objects. The All-Phon abstraction is the definition of a resource in the definition of weight, where (almost) any weight is prescribed by the subject. If the concept of the volume of an object is common, it is sometimes rather daring, there are more frightening ones: you can carry 8 items, be it paper clips or a piano, or you can carry 8 "units" of a tool, but 1 interest is: "all, this is all ... Including when in similar stories one would find space for this greenish grass, if it means the difference between life and death.
- Encourage players to really use objects and not always protect them in case they have every chance.
- That way players don't have the option to rely on objects that can be arranged in other ways. Why use healing spells in general when you can carry 99 healing potions of a kind and 2 party healing potions?
- Lack of memory capacity. On the injured platform, memory was on the hill for game data. This probably applies to any limitations of this IRGE tool on the NES.
- To make matters worse, in real life the narrow size of memory does not distinguish us to freeze in a very tricky burden - we can put luggage in the space. Very often, it is manifested in restrictive games for inventory, but this neither in the first difficult opinion, push them into the cupboards sold on the shelves or throw luggage on food or otherwise forget them where you were at that moment. It is usually much more popular to apply personal instrument restrictions and restrict the player from storing objects only in certain special areas. Or the player may throw the object and even remove it from the game altogether. If the artist decides to allow the player to leave the object wherever he wants, the abandoned object has the same to all, likely to be subject to all fading. The opportunity to transport more objects in a vehicle is often absent.
- At the same time, game creators who introduce limitations on the inventory in genres that are not usually in the company of supporters often feel the need to justify this, saying that they were "always bothered" by the ridiculous unlimited number of tools. Players who do not report games with unreasonable instability limitations, which is unusual, do not feel tasked with the data.
- One of the positive effects of inventory limitations for players is that it limits treasures. As a rule, players find luggage and leave them for themselves, unless they need resources, in which case they realize them. Players use objects that are present in limited numbers only in the last moment of necessity (and even outside of that time, if it is something very cool to use). A narrow inventory is basically a way to give the player a hint that he is obliged to apply more things. That is, even if the player does not have the ability to buy more consumables, (in a fairly large inventory) this is not contradictory, for what it actually means, what it ... As a rule, inconsistencies appear in the inventory when you have to throw the main object or a box with 10 rounds for a shotgun, taking into account that they are needed in the best 5 minutes for you.
- This inventory management rebellion is actually completely popular in the world of applied computing and computer science, and has been given the title "Satchel's problem". Satchel's challenge is as follows: take into account a set of objects, each containing powers and a price, equal to this limit, and modify as much as possible the total price. She took the title from the difficulty in which a person encounters a narrow portfolio of a certain volume and is forced to fill it with the most necessary things. To be clear, the popularity of portfolio problems is actually because they are considered a class of tasks that are inefficient to conclude in the general case. This basically means that the best way to conclude a difficulty is to try all possible compositions and see which of them works better than all the others.
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Adventure games
In Darkstone, inventory space is similarly quite aggressively limited, especially considering the quest objects that are shiny for the player to retrieve. However, it is possible to move around with a limited inventory, often returning to the starting point, Metropolis, where the objects can be protected. In addition, if the game is not provided with a patch, you can use the limit tool, a much-needed cheat: it allows you to generate an almost unlimited amount of gold.
The idea of Death Stranding is to move the cargo so that all of this fits comfortably, for example at the rear of the luggage, which is the center of the work. You can place the boxes manually or install an automatic system to make it more ergonomic, but this can be negatively evoked in the case of special luggage that requires you to keep a horizontal position, such as pizza. The more the load on the body, the more difficult it is to stay upright. In addition to the luggage that you have to carry in front, you also have to carry all your ammunition, which will be completed by the end of the game with rectangular boxes.
Examples
In this "IRGE", the continuation of the PS2 version of "Daza Report" and "Law Danger" was a bag with all luggage. Since this game was devised as a survival game with more speed than all transfer, it was, for example, to create a difficult choice, for example. It seems that it was necessary, and then it may be extra. If you get it through the game, you can buy better, more, start with a handbag to provide important support, end with bulky walking handbags, and all of them will not fit in it. What you actually wanted.Video Games
The classic series Spectrum Disney had a certain number of tools tools. In this Ilji, Treasure Island Dizzie, inventory was composed of three items. When the fourth thing in the inventory fell, it was added to the lower part of the list, and the top was thrown away. In the part of the game, Dizzy had to dive in the water, but in fact, it was possible to arrange only if there was a tube in the inventory. Immediately, the player confirmed that the snorkel was at the bottom of the list and learned to enter the water and arrest other objects. Surprisingly, however, it was found that the water was more appropriate than the inventory accepted, and as a result, the player had to do a specific number of suits and rebuild someone.- Zelda Legend:
- In Zelda's Legends Skyward Sword, the player has a narrow "adventure pouch", of which a limited number of shields, buten, auxiliary cartridge (influential objects have small cartridge), There are only medallions and four spaces, and after this, you can increase to 8. The auxiliary item of the adventure pouch selected or acquired by the person must be removed from the girl who operates the PIATSA object. (Fortunately, the main tools of the link, the collection of plot coupons and purpose crafts are still distributing regular standards for hypercenal).
- Zelda's legendary Breath of the Wild has a limit on the portable cannon, shields, and bows of close combat, and can be raised, collect hidden species from the world and exchange it with Heste. Like Skyward Sword, all appearing armors and plot coupons are not eligible for this rule. Items and parts for making food are still restricted, but the number is equal, so this happens occasionally. Clothes also have any restrictions (5 pages of stock). With DLC and required number of Amiibo, all slots can be used up.
- EXHN-RPG
- Avalo n-Code code management is like a puzzle and requires patience. There are only four empty slots, and you have to turn many pages and pages to find what you really need.
- Black cloud: There is nothing difficult. There are a certain number of miscellaneous items specialized to cure the first illness. Each character has only a limited space to put your own gun on the inventory, and there is no chance to carry an external gun. To fix the gun on each dungeon floor, a certain number of items are required, and the gun is broken and lost forever.
- In contrast to Dark Soul, the spiritual successor, Demon's Soul has a limit by weight of what can be carried, and is not allowed to exceed this restriction. If you want to eliminate unnecessary items, you can protect objects in inventory.
- The day before Deus Ex, "Human Revolution" appears on a gri d-based tool system. The HR-system has less space than the original (although the size of the mesh can be larger), and the cartridge and grenade are slightly difficult, making it a little difficult. Overall, this specific amount is reduced by the fact that this IRGE has a satisfactory automatic sort and the willingness to rotate the object at a right angle, as needed.
- Adventure game
- I-0 is an unusual example of an instrumentation, a bit annoying or at least violent. Players do not need to apply tool substances to complete the puzzle in "I-0", and increase by restricting this idea: If you want to arrest the fourth thing in front of you, if you want to arrest you. I miss the value.
- Most games in the Might and Magic series are all performed in this way, except for these exceptions. However, when all the characters are full.
- Thanks to the old Atari adventure game (1979), the characters could only play once at a time. This was due to technical restrictions (there is no chance to take out objects in these times-dismissal. The main cause: the only tool of this IRGE has been counted at the same time.
- In BookWorm Adventures, players receive new jewels in each chapter. In each new chapter, Rex has the option to get only three treasures, but this may be a difficult choice. On the treasure selection screen, you can imagine what is waiting, but not everything found in the chapter, and sometimes you can't make a solid and competent recommendation.
- The sequel includes 13 treasures (one of which fails before defeating the last boss) and six upgraded friends. Each chapter can arrest two treasures and one friend.
- In order to know the humor of this game, the former is used to complete the puzzle (if something is inserted, it loses it), and the latter is clearly required to use personal common sense. manual
- Zoke: Nemesis was struggling with this incomprehensible version-Games are thought to be progressing at a variety of "levels" and all of them are completely self-contained. However, since the object can only be placed in a place where you can pick it up, you often have to equip a large amount of items in the completed section, and until you reach the item you really want to use, the "next item" on the list every day. It was an interface that had to be clicked.
- The first game was struggling with the limit of "only one item." The only items in this game were individual pages broken from books. Because of this restriction, the player had to turn almost all the zones once to collect all pages (to put together all the parts of the plot).
- MySt V: End of Ages] allows only one item in each era, so the restrictions on each item have been justified. It was some of the puzzles in some times that the sad sheets could not be carried on the stairs.
- Oriental role playing
- In this game "Fullmetal Alchemist's Alchemist," and the sequel "Sonata of Memories", players can send a deck made of five material cards to the battlefield or leave the battlefield. Each card contains two meanings, and when combined with most cards, the meaning increases, but purple cards decrease. It doesn't make sense to have a lower probability than 1 or 7 than 7, and each card can only be combined four times, giving all new abilities. In some areas, you need to collect cards with certain meanings to proceed.
- This happens twice in Azure Dreams. You can't enter the dungeon with more than 5 items, and you can't bring more than 30. For example, why do you go to search for monsters, such as the device that repeats the dungeon repeatedly (aside from most of the time), ammunition, auxiliary support, etc.
- At the start of the game, Brandish looks like this. There are only 12 tool slots and only three slots for armor, shields and weapons currently equipped. In the experiment (or maybe you just read the manual), it shows how a large amount of dice affects the game:
- You can put items in the treasure chest that appears on the map. However, contrary to the above advice, only one item can be put in the treasure chest at a time.
- You can find the "dimension box" at the very beginning of the game. As I saw, there seem to be three in this game. The disadvantage is that the mechanical launched items (for example, the "ring of life") do not function in the box, which are directly described in the i n-game of the ring of the ring.
- If you open the box on the tool kit screen, you can sort the items quickly (it seems to give you a chance to put it in the box). However, this allows you to put items repeatedly, and you can place the icon of the first item on another item of the same type. Until now, there was a possibility that the "three health drinks" obtained by the "three health drinks" occupied a different box from the "four health drinks" found in another room. 。 However, not all items can be placed in this way, and if you are not careful, you will mix toxins and potions and deposit one by one. Furthermore, the total amount of gold rises a little when the gold rod is stacked.
- In this first game, there was no such thing. The inventory of each item has space, and every time I selected a new item, I sold the actual items at that point.
- In Dragon Quest II, for example, this was all worsened, as if other games were not difficult at all. The three characters have the ability to store the following items, including ammunition, each, and can borrow 4-5 out of the eight slots given. Many others handle the main slot. Apart from this, items do not stack each other.
- In Dragon Quest III, the equipment was the same, but a storage was added to store auxiliary items. In V], the inventory of each character was extended to 12.
- After Dragon Quest VI, a bombardmen t-type ultr a-spatial weapon will be added instead of the storage, and it is always with the character, but in the duel, only the character tools can be used.
- The original Final Fantasy was even worse in this regard: but the types of consumables are limited, and in this game, there are plenty of room for all of them, four of each of the four characters. There were only four armor units, the weapon unit, actually what was wrong. This includes the equipped luggage, and all four slots can be borrowed. This game is a problem in the latter half of the game, as there are uniforms that can be used in battle and the breeze.
- Final Fantasy II, III, and IV seemed to some extent. In this game, only 40 items could be equipped at a time. This was modified in the remake version of these games.
- The NES version of "Final Fantasy II" was very inconvenient not only for items to be stacked, but also for each character only accessing two tools (healing potions and other weapons).
- Final Fantasy IV could save items with big chocobo support, but could not do anything more. For example, there were eight items specialized in cure individual condition abnormalities. Considering the types of arrows that rose needs and special weapons that can be used for specific element measures, there is no room.
- From the third work, an (but very convenient) inventory management puzzle, an option of navigation and customizer, has appeared. In order to give Rockman with excellent qualities, a number of programs that meet four conditions can be used: Programs with textures are difficult to touch the command line, programs without textures have to touch the command line. The color program is difficult to touch, all of the programs used must fit in the assigned space.
- In the third game, you had to use one of these parts (the press program) to enter certain rooms. The press program quickly turned into a bullying mechanism that ran incredibly around the internet and, thanks to its only boss, Bubble Man, also turned the entire board it represented into a bully. In this game, it turned into it whenever the main was present. The customization only decides which program is used at that time. The folder of chits, where the game is concentrated, can be considered the most: you always have all your chits, if you don't sell them, but only 30 are likely to be in your folder that they have. What is likely to be used is what is used at any time in a duel, and there are some simple restrictions on what can actually be there at the same time.
- In the sixth game, they probably simplified the implementation of the Navi Customiser, allowing blocks to go beyond the boundaries of the "valid" field by only one square. Once the program placed blocks on a regular 5x5 grid, which it was, but placing parts of the program outside the grid caused errors (which could be removed with the well-known BugStop tool).
- Both Paper Mario and Paper Mario: The Thousand-Year Door start with a limit of 10 usable items (excluding "important items"); however, the latter allows you to double your inventory with the "100 Trials" item. Items can also be thrown away, but if they are not found for a while, they fall under the heading "Everything Disappears". Also, the shop allows you to protect your items without them fading. These are limited, but at least you can confiscate saved items from any store.
- Super Mario RPG also has an inventory limit, and the two-page limit was filled up pretty quickly, considering that each individual recoverable item is "one" (unlike most console RPGs). The remake removes this limit, with similar items taking up a certain number of slots, and instead introduces a limit on the number of items your party can equip.
- Paper Mario: Sticker Star uses a sticker album to store all the stickers you use for attacks and puzzles. Luckily, you get a new page after every key boss battle and it can be auto-sorted, which is definitely helpful here.
- Pokémon Red and Blue introduced a 20-item limit for original items. Pokémon Gold, Silver, and Crystal introduced pocket bags that separate items according to their use, but the 20-item limit remained for "normal" items. Pokémon Ruby and Sapphire introduced auxiliary bags (for berries and TM), but Diamond and Pearl removed the 20-item limit (although the bags remained). Of course, there was an opportunity to protect objects on PC, as in Earthbound (1994) before Diamond and Pearl, but it was also quite light. The appearance of the ability to protect objects in Monsea actually allows Pokémon to protect along with these items, highlighting the opportunity to protect hundreds of additional objects (although not unique).
- Pokémon Diamond and Platinum have an underground mini-game with a personal inventory that is simply filled with areas. However, you can remove them by filling them in any area, and if you fill a certain amount of spheres in one area, they will combine into a giant sphere, and connectors can only be borrowed once.
- In this "Illouge Pokemon Mystery Dungeon Rescue Team", you could only arrest 20 items in the dungeon. But this is not terrible. You can protect auxiliary items in the warehouse of Kangaskhan, which has infinite space. This would have been a compromise. However, when Mystery Dungeon 2 was noted, they managed to increase the capacity of tools from 16 to 40. But now another inconsistency is noted: you have the ability to exit the storage. To increase the storage space, you need to pick up ranks and earn goggles for passed missions, but the inconsistency is that you can't actually do very agile missions to clean the vault. It may help that 75% of all objects are actually pretty worthless and 75% of all necessary items are provided for you much sooner than you will use them.
- In Final Fantasy Legends, this is in absolute terms. Characters have a personal inventory of 8 slots (including equipment), and the party's artel inventory also only has 8 slots. Only humans have a chance to apply all eight slots in their inventory, while mutants have four slots set to innate abilities and the remaining four to objects. Monsters generally do not have all the chance to protect objects.
- It is different from Final Fantasy Legend II and others. Your general inventory has 16 slots, and you can prohibit mutants from 4-experience searching for experience to release space for the maximum number of items. How many slots are there in skills, armor, weapons and spellbooks?
- Educetainment
- Oregon Trail (2021): All items need to fit in the wagon, and everything from the first square (such as herbal collection) to the sixth square (fish) takes a specific place. Also, be aware that each image of the object has the ability to borrow only a specific restriction that needs to borrow another connector. Objects overlapping to the open square may be damaged, and it is generally impossible to place an object on a square square. Players must regularly r e-place inventory and repair carts for pebbles and similar strokes.
- Firs t-person shooting game
- Unusual for an al l-fight FPS without role play, "Chrome" (2003) and its sequel "Chrome Specforce" are marked with a very limited number of tetris. This is not enough to get a square grid that can contain a gun, for example, the grid is also divided into a small place, and the cartridge will share here. This is prepared by a rifle and a shotgun by any set of a noticeable weapon, and is unrea l-for example, a simple mobile phone of a rocket and cartridge, a small tool that you can carry. Something lik e-something like.
- In this IRGE E. Y. E: Divine Cymance, your character has a certain number of kobur with a different volum e-2 -Harmed Pistol, 4th slope/ shoulder 1 handle, and a certain number of pouches. , It is much smaller for cartridges and grenade cartridges. For example, it is possible to store the pair of Damocles knives and submachine guns in the back connector, but cannot store Damocles and Sulfatam. The huge weapon is large, so in principle, this is not considered work, and cartridge does not take enough space. However, trying to dress up a hal f-dads can require a gun exterior (light) and a cartridge for them, which is a thorough juggling inventory.
- S. T. A. L. K. E. R.:
- This game is all weigh, the carr y-on restriction is 50 kg, and all items are counted. Except for clothing, food, emergency kit, radiation therapy, you will probably not be able to carry two or three or more weapons, usually the same kind of weapons as enemies. Ammunition has a reasonable weight. Even if you have a good gun at the start of the game, if you run out of ammunition, it is better to sell or use a weak gun with ammunition, rather than carrying a gun. However, the inventory screen itself is dynamically expanded (and infinite), which corresponds to everything in it. This threshold can be exceeded by only a small amount (about 10 kg), but in that case, there is an endurance penalite that cannot run more than 20m without an enduranc e-up artifact. Inventory systems cannot also prevent overloading, and unless you pay attention to the numbers, they cannot move until the weight is sufficiently reduced. The cache itself has no restrictions on the size, and can put the weapons and supplies of the battalion in a small gerie.
- A parody of S. T. A. C. K. E. R. Tetri s-style game based on S. T. A. L. K. E. R. and its inventory system.
- On the other hand, if you have two or more trunks, you will work on "specialized brain". This mechanism also contributes to the immersion in the game. One of the main sources of items (other than looting from the corpse) is a cache whose equipment from other stalkers is hidden. Selling surplus equipment is one of the main sources of funding, but in case of bleeding or broken weapons, you can store ammunition, pharmaceuticals, and in some cases a spare weapon at various points on the map. put. Congratulations, this is a real stalker! In the < SPAN> marathon, each item can only carry a limited amount (restrictions are so high that it does not affect gameplay, but it is still unrealistic). However, the highest difficulty level can avoid restrictions on weapons and ammunition.
- S. T. A. L. K. E. R.:
- This game is all weigh, the carr y-on restriction is 50 kg, and all items are counted. Except for clothing, food, emergency kit, radiation therapy, you will probably not be able to carry two or three or more weapons, usually the same kind of weapons as enemies. Ammunition has a reasonable weight. Even if you have a good gun at the start of the game, if you run out of ammunition, it is better to sell or use a weak gun with ammunition, rather than carrying a gun. However, the inventory screen itself is dynamically expanded (and infinite), which corresponds to everything in it. This threshold can be exceeded by only a small amount (about 10 kg), but in that case, there is an endurance penalite that cannot run more than 20m without an enduranc e-up artifact. Inventory systems cannot also prevent overloading, and unless you pay attention to the numbers, they cannot move until the weight is sufficiently reduced. The cache itself has no restrictions on the size, and can put the weapons and supplies of the battalion in a small gerie.
- A parody of S. T. A. C. K. E. R. Tetri s-style game based on S. T. A. L. K. E. R. and its inventory system.
- On the other hand, if you have two or more trunks, you will work on "specialized brain". This mechanism also contributes to the immersion in the game. One of the main sources of items (other than looting from the corpse) is a cache whose equipment from other stalkers is hidden. Selling surplus equipment is one of the main sources of funding, but in case of bleeding or broken weapons, you can store ammunition, pharmaceuticals, and in some cases a spare weapon at various points on the map. put. Congratulations, this is a real stalker! In the marathon, each item can only carry a limited amount (restrictions are so high that it does not affect gameplay, but it is still unrealistic). However, the highest difficulty level can avoid restrictions on weapons and ammunition.
- This game is all weigh, the carr y-on restriction is 50 kg, and all items are counted. Except for clothing, food, emergency kit, radiation therapy, you will probably not be able to carry two or three or more weapons, usually the same kind of weapons as enemies. Ammunition has a reasonable weight. Even if you have a good gun at the start of the game, if you run out of ammunition, it is better to sell or use a weak gun with ammunition, rather than carrying a gun. However, the inventory screen itself is dynamically expanded (and infinite), which corresponds to everything in it. This threshold can be exceeded by only a small amount (about 10 kg), but in that case, there is an endurance penalite that cannot run more than 20m without an enduranc e-up artifact. Inventory systems cannot also prevent overloading, and unless you pay attention to the numbers, they cannot move until the weight is sufficiently reduced. The cache itself has no restrictions on the size, and can put the weapons and supplies of the battalion in a small gerie.
- A parody of S. T. A. C. K. E. R. Tetri s-style game based on S. T. A. L. K. E. R. and its inventory system.
- On the other hand, if you have two or more trunks, you will work on "specialized brain". This mechanism also contributes to the immersion in the game. One of the main sources of items (other than looting from the corpse) is a cache whose equipment from other stalkers is hidden. Selling surplus equipment is one of the main sources of funding, but in case of bleeding or broken weapons, you can stock up ammunition, drugs, and in some cases a spare weapon at various points on the map. put. Congratulations, this is a real stalker!
- Global Multiplayer Online Role Playing Game
- Cabal Online's inventory uses a grid inventory system, with some items taking up more space than potions. Melee combat pistols and armor take up most of all the space, and other pieces of armor take up less than four spaces of the grid, but in reality, these items, along with potions and other real items on your inventory or base, call for creative layout-outs of what and how to place them.
- This applies doubly to the Dark Age of Camelot. This is not enough, in fact, you have a narrow inventory, for example, items also have weight, and whether it's easy consumables or difficult guns and shells, usually depends on this. In fact, even worse (for some classes), your carrying capacity is based on relics, which are considered statues used for physical attacks. As a result, any class in the likeness of a wizard will be the least able to maintain a huge number of products than melee combat classes, and in fact, everything with crafters is more crisp. The very large weight, including the spatiality of tools, slows the player down and eventually leads to fatigue.
- In Final Fantasy XI, the player starts with 30 instrument slots for himself and 50 in "Cog-seythia". Both options are improved to 80 rooms with the support of missions. Later, in "The Treasures of Akht-urgana", Coml-Seifa was seen. Individual inventories and safes mogas can be expanded (up to a certain limit) with the support of missions. For many years, equipped scales and guns are still provided in the inventory, and at the beginning of the game, it firmly limits the number of loot that the character has the ability to carry. This contradiction grows exponentially when you have a certain number of high-level tasks that often have every possibility of requiring 100% equipment replacement in the summer for maximum productivity benefits. There is also a repository - a place of help, which has the ability to range from 0 to more than 100 spaces by placing objects in the furniture of your home, (such as decorative crystal testicles and lamps, with the amount in these extraordinary spaces). The catch is that the storage is actually only available in your personal home and not in the paid rooms you will have outside of your native state, which is actually very inconvenient if you need to replace work or ammunition with party skills in a limited time.
- Final Fantasy XIV can carry 100 items. This seems to be a lot, but if you don't sell or discard unnecessary items, the slots will be surprisingly fast. In the case of craft, it is necessary to collect a lot of materials, so inventory management can be a nightmare. Inventry for equipment (called Arsenal) is separately prepared, but the number of slots is determined by the number of classes and occupations currently unlocked. Keepers (NPCs, which are personal items) can carry nearly twice as many items of player characters, but they have no Arsenal system. In addition, there are up to two foods, and if you want more food, you need to pay an additional fee. There is also a special closet that can store necessary items in the inn, which seems to have no restrictions. This was a problem for players who like gathering enchantment gears. Gears can be stored in a normal inventory, but as soon as they try to collect a lot of gears, they will be full. Players have been demanding developers to increase their inventory space for many years, but the StormBlood update has finally come true, increasing the number of inventory spaces and increasing the arsenal/ weapon space slightly. The key item has a dedicated inventory page and accounts for almost the same area as the inventory space.
- Maplestory has different inventory restrictions depending on the class. Every item disappears (and other players can come to get your dropped items freely), which can be frustrating. Also, in less creative quests, you often have to find 1, 000 items dropped by monsters, but also submit them at once. Therefore, it is necessary to secure at least five inventory rooms as soon as it reaches a high level and the stock of the item is full, in addition to the hours that extends for hours. However, there is no fear because you can buy extra slots with real money. < SPAN> Final Fantasy XIV allows you to carry 100 items. This seems to be a lot, but if you don't sell or discard unnecessary items, the slots will be surprisingly fast. In the case of craft, it is necessary to collect a lot of materials, so inventory management can be a nightmare. Inventry for equipment (called Arsenal) is separately prepared, but the number of slots is determined by the number of classes and occupations currently unlocked. Keepers (NPCs, which are personal items) can carry nearly twice as many items of player characters, but they have no Arsenal system. In addition, there are up to two foods, and if you want more food, you need to pay an additional fee. There is also a special closet that can store necessary items in the inn, which seems to have no restrictions. This was a problem for players who like gathering enchantment gears. Gears can be stored in a normal inventory, but as soon as they try to collect a lot of gears, they will be full. Players have been demanding developers to increase their inventory space for many years, but the StormBlood update has finally come true, increasing the number of inventory spaces and increasing the arsenal/ weapon space slightly. The key item has a dedicated inventory page and accounts for almost the same area as the inventory space.
- Maplestory has different inventory restrictions depending on the class. Every item disappears (and other players can come to get your dropped items freely), which can be frustrating. Also, in less creative quests, you often have to find 1, 000 items dropped by monsters, but also submit them at once. Therefore, in addition to the hours of polishing for hours, it is necessary to secure at least five inventory rooms as soon as it reaches a sufficiently high level and the items are full. However, there is no fear because you can buy extra slots with real money. Final Fantasy XIV can carry 100 items. This seems to be a lot, but if you don't sell or discard unnecessary items, the slots will be surprisingly fast. In the case of craft, it is necessary to collect a lot of materials, so inventory management can be a nightmare. Inventry for equipment (called Arsenal) is separately prepared, but the number of slots is determined by the number of classes and occupations currently unlocked. Keepers (NPCs, which are personal items) can carry nearly twice as many items of player characters, but they have no Arsenal system. In addition, there are up to two foods, and if you want more food, you need to pay an additional fee. There is also a special closet that can store necessary items in the inn, which seems to have no restrictions. This was a problem for players who like gathering enchantment gears. Gears can be stored in a normal inventory, but as soon as they try to collect a lot of gears, they will be full. Players have been demanding developers to increase their inventory space for many years, but the StormBlood update has finally come true, increasing the number of inventory spaces and increasing the arsenal/ weapon space slightly. The key item has a dedicated inventory page and accounts for almost the same area as the inventory space.
- Maplestory has different inventory restrictions depending on the class. Every item disappears (and other players can come to get your dropped items freely), which can be frustrating. Also, in less creative quests, you often have to find 1, 000 items dropped by monsters, but also submit them at once. Therefore, it is necessary to secure at least five inventory rooms as soon as it reaches a high level and the stock of the item is full, in addition to the hours that extends for hours. However, there is no fear because you can buy extra slots with real money.
- Mabinogi is also Nexon's free MMORPG and has a similar online tool system. Since there is no character class in this game, all characters have the same inventory. The amount of tools that disciples can be used freely are varied, unusual, not necessarily relying on the volume of the disciple. For example, two mediu m-sized dogs occupy the most space in the inventory, and are more important than any other cheap dog, including the shiia horses.
- However, as time passed, some luggage was corrected:
- Burning Krsaid's expansion has introduced a huge "soul bag", which allows only Soul Shards to protect, but much more than in a normal bag.
- With the extension of Cataclysm, Soul Shard was completely removed from the toolkit and became part of the user interface. Instead of a spell for some spells such as Summons and Soul Fire, it is a better spell that can be cast without a shard (there are three shaku numbers: three).
- In Mists of Pandaria, the soulschard system was slightly redesigned and resembled the Cataclysm system, but only the affiliate wizards can now be used (the other two new source systems are available. there were).
- However, as time passed, some luggage was corrected:
- With the extension of Cataclysm, Soul Shard was completely removed from the toolkit and became part of the user interface. Instead of a spell for some spells such as Summons and Soul Fire, it is a better spell that can be cast without a shard (there are three shaku numbers: three).
- In Mists of Pandaria, the soulschard system was slightly redesigned and resembled the Cataclysm system, but only the affiliate wizards can now be used (the other two new source systems are available. there were).
- Ammunition was deleted in Cataclysm. Characters that use lon g-range weapons (hunters use this a lot, warriors and warriors have the opportunity to use this, but not particularly useful) must have a barbar It was occupied. The ammunition was stored in the barbarese and could store 6, 000 to 28, 000 arrows and bullets, depending on the capacity of the bag. This seems to be a considerable amount, but one unit of ammunition per shot could cut a small bar in the middle of the attack, and the hunter had to save ammunition. This problem has been resolved in Cataclysm, as all shooting weapons have now used unlimited ammunition. Mabinogi is also Nexon's free MMORPG and has a similar online tool system. Since there is no character class in this game, all characters have the same inventory. The amount of tools that disciples can be used freely are varied, unusual, not necessarily relying on the volume of the disciple. For example, two mediu m-sized dogs occupy the most space in the inventory, and are more important than any other cheap dog, including the shiia horses.
- However, as time passed, some luggage was corrected:
- Burning Krsaid's expansion has introduced a huge "soul bag", which allows only Soul Shards to protect, but much more than in a normal bag.
- With the extension of Cataclysm, Soul Shard was completely removed from the toolkit and became part of the user interface. Instead of a spell for some spells such as Summons and Soul Fire, it is a better spell that can be cast without a shard (there are three shaku numbers: three).
- Ammunition was deleted in Cataclysm. Characters that use lon g-range weapons (hunters use this a lot, warriors and warriors have the opportunity to use this, but not particularly useful) must have a barbar It was occupied. The ammunition was stored in the barbarese and could store 6, 000 to 28, 000 arrows and bullets, depending on the capacity of the bag. This seems to be a considerable amount, but one unit of ammunition per shot could cut a small bar in the middle of the attack, and the hunter had to save ammunition. This problem has been resolved in Cataclysm, as all shooting weapons have now used unlimited ammunition.
- Apart from this, the need to carry many types of equipment is no longer as widespread. The main prerequisite for various types of equipment was the need for specific type spell resistance. The normal "tank" kit was designed to reduce the physiological damage that came in, but some raid bosses would do damage from flames, cold air, and nature in shor t-range battles instead. (For this reason, the tank character is usually not only a normal (physical) tank kit, but for the ligh t-resistant set for Molten core, the shado w-resistant set for the heroic Mana Tome, and the first phase of Hydros. The natural resistance set, the cold resistance set for the second phase of the hydros, the spell counter was completely removed from the game, and since Cataclysm, a new raid boss that has been damaged other than physics. Does not appear.
- In addition, ammunition, which increases the wrong preceding status (intelligence, agility, muscle strength), is basically not successful, so some classes needed equipment with different predecessors for each military role. For example, Paladin needed a mind equipment for heels and a strings equipment to do damage. Warlords of Draenor everything has changed, and the major status of Armor has been converted into important ones. In the Legion Expansion, jewelry primary stats have been deleted, the equipment related to the primary stats is only equipment, and some have only a secondary stats. Weapons are still linked to specialization that can be easily accessed, and the combination of dual weapons and weapons and shields was linked to renting a bag slot. Now, players may have the ability to overcome three kinds of combat rolls while occupying only two spare spaces for auxiliary weapons.
- Finally, thanks to various types of bags that have a large capacity to put "crafts material" (for mining, leather for leather, valuable stones, magic, engineering, food and fish manufacturing). The burden of carrying rugs for crafts could be reduced. < SPAN> Apart from this, the need to carry many types of equipment is no longer as widespread. The main prerequisite for various types of equipment was the need for specific type spell resistance. The normal "tank" kit was designed to reduce the physiological damage that came in, but some raid bosses would do damage from flames, cold air, and nature in shor t-range battles instead. (For this reason, the tank character is usually not only a normal (physical) tank kit, but for the ligh t-resistant set for Molten core, the shado w-resistant set for the heroic Mana Tome, and the first phase of Hydros. The natural resistance set, the cold resistance set for the second phase of the hydros, the spell counter was completely removed from the game, and since Cataclysm, a new raid boss that has been damaged other than physics. Does not appear.
- In addition, ammunition, which increases the wrong preceding status (intelligence, agility, muscle strength), is basically not successful, so some classes needed equipment with different predecessors for each military role. For example, Paladin needed a mind equipment for heels and a strings equipment to do damage. Warlords of Draenor everything has changed, and the major status of Armor has been converted into important ones. In the Legion Expansion, jewelry primary stats have been deleted, the equipment related to the primary stats is only equipment, and some have only a secondary stats. Weapons are still linked to specialization that can be easily accessed, and the combination of dual weapons and weapons and shields was linked to renting a bag slot. Now, players may have the ability to overcome three kinds of combat rolls while occupying only two spare spaces for auxiliary weapons.
- Finally, thanks to various types of bags that have a large capacity to put "crafts material" (for mining, leather for leather, valuable stones, magic, engineering, food and fish manufacturing). The burden of carrying rugs for crafts could be reduced. Apart from this, the need to carry many types of equipment is no longer as widespread. The main prerequisite for various types of equipment was the need for specific type spell resistance. The normal "tank" kit was designed to reduce the physiological damage that came in, but some raid bosses would do damage from flames, cold air, and nature in shor t-range battles instead. (For this reason, the tank character is usually not only a normal (physical) tank kit, but for the ligh t-resistant set for Molten core, the shado w-resistant set for the heroic Mana Tome, and the first phase of Hydros. The natural resistance set, the cold resistance set for the second phase of the hydros, the spell counter was completely removed from the game, and since Cataclysm, a new raid boss that has been damaged other than physics. Does not appear.
- Finally, thanks to various types of bags that have a large capacity to put "crafts material" (for mining, leather for leather, valuable stones, magic, engineering, food and fish manufacturing). The burden of carrying rugs for crafts could be reduced.
- Warlords of Draenor finally avoided some painful control issues. Quest items have been removed from the bag, and fun toys and relics (no tabards for now) are stored in a separate interface. Craft items now stack at 200 a piece, freeing up much needed space for crafters. You can also craft items from items in your bank wherever you are, eliminating the need to change items or bags in your inventory/bag bar. Reagent bags are now also available in the bank. Paying 100 gold unlocks a bag with 100 compartments (3x the size of the second largest in the game) in your bank, allowing you to store reagents for various professions, such as herbs, ores, and food. Additionally, reagent bags no longer count as one of the seven bags in the bank.
- The Legion expansion solved the bank storage issue by changing transmog. Previously, in order to transmog a particular item, it had to be in either your bank, bag, or your character's void. With Legion, all that changed. If an item was soulbound to any of the characters, all of them would have access to it and could sell it for gold.
- Platform games
- Puzzles
- In the late 1990s, some airplanes had rudimentary black-and-white video games built into every headrest phone. One of them was an inventory puzzle game where you put various items, from golf balls to pistols, into a case.
- The flash game Help The Hero epitomizes this pattern. Gameplay literally consists of managing the main character's inventory, and is explicitly grid-based.
- To play on this satirically, someone has even made a Tetris-esque game called "Inventory Tetris".
- In this Irge Love & amp; amp; amp; Pies you can place up to 63 items on a 7x9 grid and the representative way to clean them is to group them and give them to customers. You can still protect up to 30 items in the freezer, but at the start of the game you have 5 gift slots and they cost precious slots precious pebbles that can be purchased with real funds. Apart from this, you can also realize high-level items with fewer coins or throw away unnecessary coins.
- In this IRG there is a puzzle under the title save room, which is considered a direct parody of the system of the residents of evil objects.
- Main gameplay - the cycle of the game warehouse Wilmot. In the delivery line, the trucks bring new items and it seems for you to carry them out on a base basis, as on the service line you have the ability to quickly and easily bear your colleagues.
- Absent Age: SquareBound: The first tool and warehouse limit makes all items 30 pieces, but the first can be expanded with the support of point collection and the second with the support of Satsuki's skills. But neither one nor the other limit can be increased infinitely: the inventory ends at 60, the storage at mark 120.
- Angband and its kind give you 21 connectors for tools in your bag. If you put 99 similar objects in one slot, you could theoretically fit 2079 normal plate costumes, but the powers slow you down and make it unfeasible. It is actually better that you have a residence for constant savings, including the known 42 slots, since the dungeons are not constant. Not all, but it is very clever.
- In the Diablo series, you have a lattice inventory with a fairly small number of folded items, and small boxes and hypercubes were added in Diablo II, which actually requires a large number of hits back and forth to realize your lewtz (use the overseas portal, defend the scroll!).
- In Diablo (1997), funds took up space in the inventory. Of course, they were forming in piles, but the richer you were, the less space you had left in your inventory, leading to almost every Diblo player dumping their gold in Tristram's town square during a sortie. Gluck made it impossible to get the best armor in this arge!
- Lord of Destruption of Diablo II has changed stock control into a legitimate share of game support. Enchanter is a magical object of various parts, and when carried, it imposes its (completely accumulated) spell elemental. In other words, the player has the vast space of inventory and the ability to choose either a huge number of enchanter spells.
- Small in Diablo III. Not only is there a much larger inventory space that hasn't paid attention to the fact that there is still a mesh of the tool, but most of the equipment on the grid occupies only two spaces on the grid, protection, ring, potion. The valuable pebbles occupy only one thin g-and the 1st precious pebbles can be placed in pile portraits and colors, and before the potion work, for example, creator elemental. Until the decision is made, the potion must actually be automatically automatically.
- Roguelikes
- The crop rotation has 16 slots on the intense hand and 16 slots on storage, and each duplicate card occupies separate connectors. Also, duplicate cards are stored in another connector.
- The Ilgi Daisky Dungeon has 4x5-network satellites and 3X2-network, except for Sorceress and Gester. Most equipment is 1x1 space, but one kind of powerful gun is 1x2 space. If you are equipped with 1x2 ammunition, you have to recreate it a little to improve your hands in battle, but fake, hammer, electromagnet, crystal sword, rusted sword, driver, bendome, hibiscal jacket. Something like a jewel can be improved to occupy half space. If there are so many equipment, throw one of the three changes selected from the tools and hand.
- All types of RTS games are the best ways of World War II, the most famous are Warmen and their sequel and spi n-off, and fighters and transportation methods are grids with all objects. Receive inventory in shape. This can be used for fighters to a blank object, including a powerful vehicle (or applied to a machine gun from a machine) to help the ammunition from a walk.
- simulator
- In the "Animal Crossing" Games, you can only bring 15 items, you can put them anywhere or lose them (but you must be taken by Lost & Amp; Amp; Found). However, this game has a "slot" to save in the form of a message, and there is a system that saves messages, so treasure hunters actually need to replace the present with a space. This is improved in New Horizons. In the update 2. 0, you can equip 40 items at a time, and you can see items called "storerows". This item is linked to a home warehouse, and has a function that remains in the inventory until it is necessary to leave the luggage. Manila shells do not stack, so you can't get food unless you dig new shells every day.
- There is a ridicule of this manga "Clumsy Zombie".
- In the Ranch Story, only two tools can be owned at a time, and only one can be carried, so harvesting and gifts are very difficult.
- In the ranch story 64, up to eight backpack slots were available, and items could not be stacked.
- This "Ranch Story Back to Nature" starts with a rucksack with four slots (two slots are added for equipment and items) and 8 tools and 8 items for items. You will have 16 slots.
- In Harvest Moon: Magical Melody, there are only five slots at the start of the game. You can upgrade to 15, but you can't stack the items. Apart from this, tools and daily necessities have no different slots. There are only 15 slots. Also, if you carry your luggage, the speed of running will be slow!
- BEECARBONIZE allows you to upgrade each section three times and put up to 12 cards in one section. All wasted cards are unable to play after a certain period of time and are destroyed. In the "hardcore" mode, some cards need to be carefully managed because the environment deteriorates when they are erased.
- Fire Emblem
- Fire Emblem: Shadow Dragon & Amp; amp; AMP; The Blade of Light (Fire Emblem Shadow Dragon & Amp; Blade of Light) contains a fairly annoying tool system and can be kept with units. There are only four items, but at least five in the later games. In addition, transactions must be done during battle, as the transactions can only be performed by the turn unit, and the training cannot be replaced with a space in training.
- Fire Emblem Holy Genealogy: You can't trade, so if you want to move your items and move between units, you have to buy it at twice the price.
- In Fire Emblem Trails of Cold Steel: Rean's situation, or for example the first chapter of Eliwood/Hector's situation, this can be quite dismaying. All unnecessary items are dropped forever, so as a result you have to keep an eye on your unit's inventory. Merlinus goes unnoticed until you beat Heiden's chapter, and even longer otherwise: all dropped items are sent to the guards, but only if they are on the map.
- As in Fire Emblem Trails of Cold Steel: Blazing Blade, all useless items drop and disappear until you find the base, which you can only get in chapter 8. Also, since this game uses the "Mystery of the Emblem" inventory (where each unit has 4 items for weapons and items), it is absolutely certain that one of these will be filled up. This problem is less likely in sequels, where, for example, unit inventories are 8.
- In Disgaea 1, there were only 16 item bags, and in Disgaea 2, there were only 24. In Disgaea 3 and 4, there are up to 32, and in the remake of Disgaea 4, there are up to 64. In Disgaea Dimension 2, you can store up to 999 items at a time, clearly denying division. In Disgaea 5, it is further subdivided and has a maximum of 2000 items.
- Survival Horror
- Faithful to its roguelike roots, Darkest Dungeon has limited space for placing tools. Amenities are essential to surviving in the dungeon, but the more space you dedicate to amenities, the less room you have for the gold, treasure, and trinkets you need to improve your Hamlet, relieve stress, improve your character, and buy amenities for future campaigns. Space to buy amenities you need for your campaign. As a result, you often have to decide between eating less food or looting to make room for what you just picked up in the dungeon. The Antiquarian has a passive skill that limits the amount of gold you can fold into a slot, but she still gets to randomly select additional store items after a battle, making her really versatile in inventory management. When your inventory is over 80%, you run the risk of encountering a Collector, and the closer you get to 100%, the more frequent the encounters will be.
- Bestress district: Messenger has only four tool slots. When it is full, you have to throw something and catch something else.
- Kuon is still avoiding this technique. He has only a limited supply. However, it is limited by the number of items that can be selected in this game. From a gameplay perspective, this is a convenient counter to measure the progress of the game.
- This feature is a flagship function in most resident games. "Survival" in Resident Evil's "Survival Horror" means managing more and more resources for a low reward battle, and because the tool kit is limited, it seems to be such a resource. There is nothing to be used.
- In the Resident Evil, you must secure a space in the inventory to save the game, as the typewriter ribbon takes a large space. This problem is somewhat simplified by the item drawer. Item drawers can save or delete unnecessary items for each other drawer. However, in the updated reprint, there is a mode in which these boxes function in the same way as reality, and if players are deprived of excellent qualities and all important ammunition is left there. I have to hurry to the box of
- In Resident Evil 4, this system changes a little, players are given unlimited space to store treasures and main items, and when weapons, ammunition, and health items enter the management inventory of the player, enter the management inventory. Furthermore, the managed inventory has changed from about six individual squares for items to a small square grid, and the amount and shape of the item occupy different parts of the square. For example, only two squares can be occupied by grass, but the revolver can rent a rectangular area of 2x3, and the shotgun is 2x8. For example, it is especially true when securing space for larger things, such as a new weapon or a on e-shot rocket launcher.
- The tool kit system of "Resident Evil 5" has been changed to a tool kit 4 system with AI switches and match systems adopted from the spi n-off work "Resident Evil Outbreak", and all items occupy the same inventance space on 3x3 grids. I came to do it. Unlike the previous work, even if you enter the inventory, the game will not be temporarily interrupted, and there is a chance to destroy any time while operating the inventory, and the action horror of the game is accurately emphasized. There is. Furthermore, the fact that four items slots are assigned to the shortcuts of the D-pad, so that they can access quickly also led to the difficulties of managing items. Am I trying to place grenades on a specific button? Is it wise to add grass?
- In Resident Evil Code: Veronica, the inventory puzzles are smooth, you can mix grass in your inventory with grass on the ground, and you are not forced to select the grass before mixing (you always need at least one free slot to do so). On the other hand, switching between Chris and Claire several times during the game (without warning) will lock the player from accessing the previous character's personal inventory until they are playable again.
- Resident Evil 0 does not have a drawer for objects, but it is not necessary because the player controls two characters and can place items in each room and pick them up later. So you can throw an object, pick up grass, mix it with another object in your inventory, and then take it out.
- On the other hand, in Shatteh's memory, the inventory system was completely removed.
- And Downpour brought it back. Bargaining
- In the high caliber of 7, 62 mm, there are many backpacks, tactical vests and belts that a mercenary can carry (some can be fitted with extra pouches for cartridges), and they all have their own grid system to display bags of different sizes and shapes. The Blue Sun Mod adds even more equipment to this category, and the inability to rotate objects often leaves players scratching their heads and asking, "But the bag is the same size as the object, so why can't I rotate this damn cleaning kit and put it in another bag?"
- Gungnir is odd. The game has no inventory limit, and characters can hold up to five pieces of equipment in a battle (which is enough), but the weight system applies to everything, and the more durable the equipment, the heavier it usually is. It's especially annoying when the weight of the bikini is heavier than the armor.
- The Jagged Alliance imposes the ammunition ammunition that mercenaries have the capacity to carry: a certain number of slots in the bag, a certain number of slots in the bag, a certain number of slots for the cargo equipment and belt, a certain number of slots for the hat, sunglasses and night vision goggles, etc. are much smaller. There are still slots for armor on the vest, helmet, trousers and two hand slots. From a practical point of view, this limits each mercenary to only have a few units of the main gun, knife, gun, first aid kit or two and also special equipment like instruments, first aid kits and loom tools, for example. MOD V1. 13, however, takes this to a new extent, as the proportion of your equipment connects a large number of panels on each cargo vest, table and legs, which contain different numbers of pockets and pouches to store a wide range of equipment. Cargo-military uniforms range from cheap, non-fingered and limited (for example, ordinary LBE, hunting and police vests) to universal (tactical tailor vests with a huge number of pouches or domestic army vests with a large number of pouches for automatic machines) and specialized (panels designed to joke, such as unusual shaped stores and rifle grenades, honey pouches, pouches for grenades, vests for self-propelled weapons, etc.). It is also possible to introduce huge tables, in which case the equipment will fit in one way, but the movement will be slower.
- In the X-COM game, each hunter had a waist, hips, shoulders, a loincloth and another two hands for holding ammunition. Each location had a grid of different volumes and different TU-prices for moving to other locations. After this, it was necessary to take into account the power of the equipment (armor, no matter how rare, weightlessness) and its impact on durability. Apart from this, according to the software limitations, you had the opportunity to arrest with you only 80 equipment, targets. This gun and store are listed. If cheap ammo is selected from the base shop, the 80 item limit is prohibitive on a mission on base defense. If you have a lot of huge ground guns, room plasma does not apply. Or even worse, no weapons even with a huge number of clips!
- Xcom: Enemy Unknown has a simplified inventory, and each soldier has up to three slots for the main weapon, one for secondary, one for armor, and up to three slots for accessories. All accessories occupy one slot, whatever it is. For example, if a soldier is wearing additional protective coating under the armor, the grenade cannot be carried. Individual cartridges with bonus damage and other functions are also considered accessories, but normal cartridges are not considered accessories.
- Western roll playing game
- Arcanum: from Steamworks & amp; amp; amp; Magick Obscura は重量制限と備蓄グリッドを組み合わせたもので、ほとんど意味がなかった:鎧、大型武器(弓、銃、剣など)、ブレードメタルなどは非常に大きく The precious stone, ammunition, and grenades are very small. And there were many chests that could securely store additional items unlimited. Of course, returning to these objects is really painful unless you are a magician and know how to teleport.
- Most rol l-playing games use biowear to some extent. The Infinity Engine generation (Baldur's Gate, ICEWIND DALE, etc.) is the worst criminal, and Neverwinter Nights was divided mainly by the bag of love (this is not a problem). The inventory system of the game was a grid inventory format, each item occupied one slot, and there were 16 slots. In addition, each item was heavy, and the "good" items were most hard.
- In Baldur's Gate I, there is no separation on the item screen. As a result, we will use inventory in no n-dangerous places, and if there is no item in Quick Youth Rock, the use of items will be successful. In the sequel, container items such as gem pouches and scroll boxes (ultimately a universal storage pouch) are added, and these items do not take up much more than the sword, so players are one of the appropriate types of items. It can be packed in the slot. It is also worth noting that all items other than rock tools are set, and the upper limit of the weight is determined by the attributes according to the strength of the character.
- The percentage of the Infinity engine is that the valuable stone contained in dungeons, amplifiers and dragons written in pencils and paper on the table is especially useful for characters as a small and light shape. There is. For example, gold coins can be carried unlimited, but valuable stones and jewelry can only carry quite a limited number. Eventually, carrying all kinds of valuable stones and ornaments will lead to profits, except for the most valuable ones.
- In the console version "Mass Effect", the upper limit of the tool kit is 150, but this is not a list of items equipped with the character, and there are no items other than equipment, so it is better than the necessary items. There are about 10 many. However, the upper limit of the item is clearly higher than the one that the player may need, and there is also a control problem with the system. For example, if you open a container containing items in an absolute inventory, you will not be able to select an item, so all items must be converted to omnigel. The possibility of forgetting or breaking some items in the inventory is unreasonable. Apart from this, it takes a lot of time and effort to navigate the toolkit interface, and players fly around to compare items to confirm that each party member has the cheapest and good ammunition. I can be forced. Last but not least, when the tool kit system was completely abandoned in the sequel, there were many resentment that the baby was thrown away with dirty water.
Others
- KNIGHTS OF THE OLD REPUBLIC has literally infinite hyper space weapons, and the inventory is always accumulated in all characters (excluding phases 1, where the party is conquered).
- Infinity's game world is unchanged, objects, doors, and other items remain in the previous work (even in bandit guilds), but some important games are the old "map" and "territories". It can be executed by moving to. What you have thrown away is still there, but it's hard to reach.
- DRAGON AGE: Origins has any restrictions on the number of items that can be equipped (the number of stacks for on e-shot items such as ointments). When the inventory is full, you can't take any more items. By purchasing a backpack, you can double the limit.
- The same is true for DRAGON AGE II. However, the inventory became a little simpler, and only the Hawk can be equipped with most armor items (excluding rings, necklaces, and belts), but they are still full. Probably the worst thing is that even if you accidentally find a ring, necklace, or belt with random status, it will not be displayed until you enter the inventory. In other words, when the inventory is full, you have to avoid items or throw away your own. It is quite unpleasant if the selected item turns out that the status is not better than everything you have. Not all, but only one advantage. Many of the foods bought at the shop have such labels and are classified into another category in their bags. If the bag doesn't have enough space, it's a good idea to throw everything in order. Most of them are sometimes sold in a lot of money, and except for how to sell them with coins, they are essentially useless in the game.
- DRAGON AGE: Origins has any restrictions on the number of items that can be equipped (the number of stacks for on e-shot items such as ointments). When the inventory is full, you can't take any more items. By purchasing a backpack, you can double the limit.
- The same is true for DRAGON AGE II. However, the inventory became a little simpler, and only the Hawk can be equipped with most armor items (excluding rings, necklaces, and belts), but they are still full. Probably the worst thing is that even if you accidentally find a ring, necklace, or belt with random status, it will not be displayed until you enter the inventory. In other words, when the inventory is full, you have to avoid items or throw away your own. It is quite unpleasant if the selected item turns out that the status is not better than everything you have. Not all, but only one advantage. Many of the foods bought at the shop have such labels and are classified into another category in their bags. If the bag doesn't have enough space, it's a good idea to throw everything in order. Most of them are sometimes sold in a lot of money, and except for how to sell them with coins, they are essentially useless in the game.
- One of the DLCs is a fairly unique space, and it is possible to hide the entire loot that you can not get by yourself only on a huge airship. Yes, hide your personal loot. Or, as described in this advertising complaint, "protect your own!" Players rarely use four or more weapons that can be equipped at the same time. Infinity's game world is unchanged, objects, doors, and other items remain in the previous work (even in bandit guilds), but some important games are the old "map" and "territories". It can be executed by moving to. What you have thrown away is still there, but it's hard to reach.
- DRAGON AGE: Origins has any restrictions on the number of items that can be equipped (the number of stacks for on e-shot items such as ointments). When the inventory is full, you can't take any more items. By purchasing a backpack, you can double the limit.
- The same is true for DRAGON AGE II. However, the inventory became a little simpler, and only the Hawk can be equipped with most armor items (excluding rings, necklaces, and belts), but they are still full. Probably the worst thing is that even if you accidentally find a ring, necklace, or belt with random status, it will not be displayed until you enter the inventory. In other words, when the inventory is full, you have to avoid items or throw away your own. It is quite unpleasant if the selected item turns out that the status is not better than everything you have. Not all, but only one advantage. Many of the foods bought at the shop have such labels and are classified into another category in their bags. If the bag doesn't have enough space, it's a good idea to throw everything in order. Most of them are sometimes sold in a lot of money, and except for how to sell them with coins, they are essentially useless in the game.
- One of the DLCs is a fairly unique space, and it is possible to hide the entire loot that you can not get by yourself only on a huge airship. Yes, hide your personal loot. Or, as described in this advertising complaint, "protect your own!" Players rarely use four or more weapons that can be equipped at the same time.
- Daggerfall will not be able to add new items to the inventory once the limit is reached. Items can be dropped on the ground and appear in a common "huge treasure", but this huge treasure disappears when loading a new area. Daggerfall has items such as horses and carts, which can increase treasure and transportation options (although the ironic of fate is the carts and horses in the inventory). In addition, you can buy houses and ships that keep the fallen treasures. However, all the fallen money will disappear forever (although you can leave it in a bank or get a credit account that you can leave for yourself).
- In Morrowind, you can not move beyond the road limit. Unlike Daggerfall, the dro p-down items are undulating and can be returned if necessary. (In the X-BOX version, if you place 256 items per square, a "packed bag of loot" will appear). In the PC version, this restriction increases to 1024, but in this case no bags appear), but the container is not reborn. However, the object left in the corpse disappears together when the corpse is connected. Like Daggerfall, a fortress can be constructed by achieving the Great House task, which is the only fortress / shelf to acquire a superhero trophy. Although it is not possible to move due to excessive burden, there is no limit on the number of items that can be collected. For example, you can put thousands of pounds in a place where you can get. If you lift it, you will not be able to move physically, but you can cast a spell of intervention and calling and teleport to a specific location. All carrying objects move with you. < SPAN> Daggerfall will not be able to add new items to inventory once the limit is reached. Items can be dropped on the ground and appear in a common "huge treasure", but this huge treasure disappears when loading a new area. Daggerfall has items such as horses and carts, which can increase treasure and transportation options (although the ironic of fate is the carts and horses in the inventory). In addition, you can buy houses and ships that keep the fallen treasures. However, all the fallen money will disappear forever (although you can leave it in a bank or get a credit account that you can leave for yourself).
- In Morrowind, you can not move beyond the road limit. Unlike Daggerfall, the dro p-down items are undulating and can be returned if necessary. (In the X-BOX version, if you place 256 items per square, a "packed bag of loot" will appear). In the PC version, this restriction increases to 1024, but in this case no bags appear), but the container is not reborn. However, the object left in the corpse disappears together when the corpse is connected. Like Daggerfall, a fortress can be constructed by achieving the Great House task, which is the only fortress / shelf to acquire a superhero trophy. Although it is not possible to move due to excessive burden, there is no limit on the number of items that can be collected. For example, you can put thousands of pounds in a place where you can get. If you lift it, you will not be able to move physically, but you can cast a spell of intervention and calling and teleport to a specific location. All carrying objects move with you. Daggerfall will not be able to add new items to the inventory once the limit is reached. Items can be dropped on the ground and appear in a common "huge treasure", but this huge treasure disappears when loading a new area. Daggerfall has items such as horses and carts, which can increase treasure and transportation options (although the ironic of fate is the carts and horses in the inventory). In addition, you can buy houses and ships that keep the fallen treasures. However, all the fallen money will disappear forever (although you can leave it in a bank or get a credit account that you can leave for yourself).
- In Morrowind, you can not move beyond the road limit. Unlike Daggerfall, the dro p-down items are undulating and can be returned if necessary. (In the X-BOX version, if you place 256 items per square, a "packed bag of loot" will appear). In the PC version, this restriction increases to 1024, but in this case no bags appear), but the container is not reborn. However, the object left in the corpse disappears together when the corpse is connected. Like Daggerfall, a fortress can be constructed by achieving a Great House task, which is the only fortress / shelf to acquire a superhero trophy. Although it is not possible to move due to excessive burden, there is no limit on the number of items that can be collected. For example, you can put thousands of pounds in a place where you can get. If you lift it, you will not be able to move physically, but you can cast a spell of intervention and calling and teleport to a specific location. All carrying objects move with you.
- With Skyrim, you can't move even if you are pushed. Instead, just moving very slowly (unless you have a special advantage) cannot be moved quickly. You can ride a horse like Oblivion. The burden restrictions include all the players carry, unless there is a Steed Stone blessing or any benefits. Items can be stored indefinitely in each house, and can be stored in the inventory of horses and servants (such as brownies). Items can be put in containers outside the house or thrown out on the ground, but after a while they disappear and they may be picked up by the NPC. Active mission items are not counted on the inventory.
- One of the secondary effects of the fragile weapon mechanism of Fallout 3 is that inventory management is actually easier. If you have enough repair skills, you can repair similar weapons and armor using weapons and armor. You don't have to carry 5 unusual 10mm handguns. Not only is the weight and good performance, but the theoretically, you can put a good gun in one piece that can sell higher than a 5-handgun that is worthless. < SPAN> Oblivion, like Morrowind, will not be able to move beyond the restrictions on obstacles. However, you can ride a horse. Furthermore, if a certain kind of armor is skilled, the armor will not be counted as an obstacle restriction. You can also buy a house that can keep items almost infinitely. There are containers outside the house, but most of them are reset after a few days in the game. Items can also be dropped on the ground, in which case it will disappear in the week. NPCs can also pick up items by placing them on the ground or stored in a nearby container. Finally, you can bring one item outside the inventory.
- With Skyrim, you can't move even if you are pushed. Instead, just moving very slowly (unless you have a special advantage) cannot be moved quickly. You can ride a horse like Oblivion. The burden restrictions include all the players carry, unless there is a Steed Stone blessing or any benefits. Items can be stored indefinitely in each house, and can be stored in the inventory of horses and servants (such as brownies). Items can be put in containers outside the house or thrown out on the ground, but after a while they disappear and they may be picked up by the NPC. Active mission items are not counted on the inventory.
- One of the secondary effects of the fragile weapon mechanism of Fallout 3 is that inventory management is actually easier. If you have enough repair skills, you can repair similar weapons and armor using weapons and armor. You don't have to carry 5 unusual 10mm handguns. Not only is the weight and good performance, but the theoretically, you can put a good gun in one piece that can sell higher than a 5-handgun that is worthless. Oblivion, like Morrowind, cannot move beyond the restrictions on obstacles. However, you can ride a horse. Furthermore, if a certain kind of armor is skilled, the armor will not be counted as an obstacle restriction. You can also buy a house that can keep items almost infinitely. There are containers outside the house, but most of them are reset after a few days in the game. Items can also be dropped on the ground, in which case it will disappear in the week. NPCs can also pick up items by placing them on the ground or stored in a nearby container. Finally, you can bring one item outside the inventory.
- The same is true for DRAGON AGE II. However, the inventory became a little simpler, and only the Hawk can be equipped with most armor items (excluding rings, necklaces, and belts), but they are still full. Probably the worst thing is that even if you accidentally find a ring, necklace, or belt with random status, it will not be displayed until you enter the inventory. In other words, when the inventory is full, you have to avoid items or throw away your own. It is quite unpleasant if the selected item turns out that the status is not better than everything you have. Not all, but only one advantage. Many of the foods bought at the shop have such labels and are classified into another category in their bags. If the bag doesn't have enough space, it's a good idea to throw everything in order. Most of them are sometimes sold in a lot of money, and except for how to sell them with coins, they are essentially useless in the game.
- Most rol l-playing games use biowear to some extent. The Infinity Engine generation (Baldur's Gate, ICEWIND DALE, etc.) is the worst criminal, and Neverwinter Nights was divided mainly by the bag of love (this is not a problem). The inventory system of the game was a grid inventory format, each item occupied one slot, and there were 16 slots. In addition, each item was heavy, and the "good" items were most hard.