History Main / InventoryManagementPuzzle

7th Nov '17 7:05:20 AM BilgeRat
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*** In addition, gear that boosts the incorrect primary stat (intellect, agility or strength) is essentially worthless and so certain classes needed gear sets with different primary stats for different combat roles. For instance, paladins required intellect gear to heal and strength gear to do damage. Warlords of Draenor changed things so that the primary stats on piece of armour will transform to whatever is required. The Legion expansion then eliminated primary stats on jewellery items, leaving trinkets as the only pieces of gear where the primary stats are important, and even some of these offer secondary stats only. Weapons were also tied to the available specialisations and dual weapon or weapon and shield combos were consolidated to occupy a single bag slot. Now a player can potentially do a passable job at three different combat roles whilst only requiring two spaces to hold their additional armaments.

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*** In addition, gear that boosts the incorrect primary stat (intellect, agility or strength) is essentially worthless and so certain classes needed gear sets with different primary stats for different combat roles. For instance, paladins required intellect gear to heal and strength gear to do damage. Warlords of Draenor changed things so that the primary stats on piece pieces of armour will transform to whatever is required. The Legion expansion then eliminated primary stats on jewellery items, leaving trinkets as the only pieces of gear where the primary stats are important, and even some of these offer secondary stats only. Weapons were also tied to the available specialisations and dual weapon or weapon and shield combos were consolidated to occupy a single bag slot. Now a player can potentially do a passable job at three different combat roles whilst only requiring two spaces to hold their additional armaments.
7th Nov '17 7:03:44 AM BilgeRat
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Added DiffLines:

**** In addition, gear that boosts the incorrect primary stat (intellect, agility or strength) is essentially worthless and so certain classes needed gear sets with different primary stats for different combat roles. For instance, paladins required intellect gear to heal and strength gear to do damage. Warlords of Draenor changed things so that the primary stats on piece of armour will transform to whatever is required. The Legion expansion then eliminated primary stats on jewellery items, leaving trinkets as the only pieces of gear where the primary stats are important, and even some of these offer secondary stats only. Weapons were also tied to the available specialisations and dual weapon or weapon and shield combos were consolidated to occupy a single bag slot. Now a player can potentially do a passable job at three different combat roles whilst only requiring two spaces to hold their additional armaments.
6th Oct '17 6:01:28 AM WillyFourEyes
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*** As long as you don't mind spending money on loads of cheap garbage to facilitate a tradeback with other party members, you can work around this by trading an item to a teammate and hoping they don't commit SoLongAndThanksForAllTheGear.

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*** As long as you don't mind spending money on loads of cheap garbage to facilitate a tradeback with other party members, you can work around this by trading an item to a teammate and hoping they don't commit SoLongAndThanksForAllTheGear.say SoLongAndThanksForAllTheGear!
15th Sep '17 2:28:59 PM Malady
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* Some of [[UltimatePlayTheGame Ultimate's]] early IsometricProjection platform adventures needed careful management of the three slot FIFO inventory to evade several tricky spots, including working out exactly where to put the ''blank spaces''. (Common puzzle in ''{{Alien8}}'': Stand on item to get enough height to clear eggshell wall, jump-carry to leap off item [[JumpPhysics while picking it up]], land, ''immediately'' drop new item to avoid being killed by clockwork mouse / whatever, jump-carry to clear next wall. Needs two items with the empty space in between the two, so you don't leave anything behind when you jump-carry.)

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* Some of [[UltimatePlayTheGame [[Creator/{{Rare}} Ultimate's]] early IsometricProjection platform adventures needed careful management of the three slot FIFO inventory to evade several tricky spots, including working out exactly where to put the ''blank spaces''. (Common puzzle in ''{{Alien8}}'': Stand on item to get enough height to clear eggshell wall, jump-carry to leap off item [[JumpPhysics while picking it up]], land, ''immediately'' drop new item to avoid being killed by clockwork mouse / whatever, jump-carry to clear next wall. Needs two items with the empty space in between the two, so you don't leave anything behind when you jump-carry.)
9th Sep '17 2:43:48 PM Exxolon
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* Averted in ''VideoGame/Stonekeep''. Collected items are stored as pictures on a magical scroll from which they can be retrieved at any time, allowing the player to carry as much as they want.

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* Averted in ''VideoGame/Stonekeep''.''VideoGame/{{Stonekeep}}''. Collected items are stored as pictures on a magical scroll from which they can be retrieved at any time, allowing the player to carry as much as they want.
9th Sep '17 2:43:27 PM Exxolon
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* Averted in ''VideoGame/Stonekeep''. Collected items are stored as pictures on a magical scroll from which they can be retrieved at any time, allowing the player to carry as much as they want.
21st Jul '17 5:58:01 AM CosmicFerret
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* ''VideoGame/FinalFantasyThe4HeroesOfLight'': This GaidenGame (which also had elements from the ''Franchise/DragonQuest'' series) had an inventory of 15 per character, no side-inventory for equipped items, and no BagOfHolding. This did not go unnoticed with critics, given the importance and unpredictability of items, the sheer number of items, and the fact it's a 2009 game.

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* ''VideoGame/FinalFantasyThe4HeroesOfLight'': This GaidenGame (which also had elements from the ''Franchise/DragonQuest'' ''VideoGame/DragonQuest'' series) had an inventory of 15 per character, no side-inventory for equipped items, and no BagOfHolding. This did not go unnoticed with critics, given the importance and unpredictability of items, the sheer number of items, and the fact it's a 2009 game.
17th Jul '17 8:07:48 AM Steven
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* ''VideoGame/FinalFantasyXIV'' lets you carry 100 items, which sounds like a lot, but your slots would fill awfully fast if you didn't sell or trash items you don't use. Crafting can be a nightmare with inventory management since you need to gather quite a lot of materials and it becomes doubly true if you plan to level more than one crafting class. There's a separate inventory for gear (referred to as an armory), but the number of slots for that is determined by how many classes and jobs you unlocked so far. Retainers ([=NPCs=] that act as your personal item carrier) can carry almost twice as many items as a player character, but they don't have an armory system. You're also only allowed to have two retainers and you'll have to pay an additional fee if you want to have more retainers. Inns also have a special cabinet that lets you store irreplaceable items and there doesn't seem to be a limit to that.

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* ''VideoGame/FinalFantasyXIV'' lets you carry 100 items, which sounds like a lot, but your slots would fill awfully fast if you didn't sell or trash items you don't use. Crafting can be a nightmare with inventory management since you need to gather quite a lot of materials and it becomes doubly true if you plan to level more than one crafting class. There's a separate inventory for gear (referred to as an armory), but the number of slots for that is determined by how many classes and jobs you unlocked so far. Retainers ([=NPCs=] that act as your personal item carrier) can carry almost twice as many items as a player character, but they don't have an armory system. You're also only allowed to have two retainers and you'll have to pay an additional fee if you want to have more retainers. Inns also have a special cabinet that lets you store irreplaceable items and there doesn't seem to be a limit to that. This became a problem for players liked to hoard gear for the purpose of glamours; even though gear can also be stored in your regular inventory, it could quickly fill up if you liked to hoard a lot of gear. Players asked the developers for bigger inventory space for years and the ''Stormblood'' update finally granted it by giving everyone 40 more slots for their inventory and several more slots for their armory/gear. Key items have their own inventory page and has nearly as much space as the regular inventory, but you'll never get it filled up since quests remove the items in question when they're needed or have no further use.
9th Jul '17 4:51:20 AM Fallingwater
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* Unusually for being an all-action FPS with no RPG features at all, ''{{VideoGame/Chrome}}'' and the sequel ''Chrome Specforce'' feature an *extremely* restrictive Tetris inventory. Not only do you get a square-based grid where to fit your guns, but the grid is split in several small spaces and ammo takes some of it too. This makes any weapon loadout different than a rifle plus a shotgun greatly impractical - simply carrying a rocket launcher and its ammo, for example, restricts the only other weapon you can possibly carry to something small like a pistol.
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* Unusually for being an all-action FPS with no RPG features at all, ''{{VideoGame/Chrome}}'' and the sequel ''Chrome Specforce'' feature an *extremely* ''extremely'' restrictive Tetris inventory. Not only do you get a square-based grid where to fit your guns, but the grid is split in several small spaces and ammo takes some of it too. This makes any weapon loadout different than a rifle plus a shotgun greatly impractical - simply carrying a rocket launcher and its ammo, for example, restricts the only other weapon you can possibly carry to something small like a pistol.
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9th Jul '17 4:50:52 AM Fallingwater
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[[/folder]]

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* Unusually for being an all-action FPS with no RPG features at all, ''{{VideoGame/Chrome}}'' and the sequel ''Chrome Specforce'' feature an *extremely* restrictive Tetris inventory. Not only do you get a square-based grid where to fit your guns, but the grid is split in several small spaces and ammo takes some of it too. This makes any weapon loadout different than a rifle plus a shotgun greatly impractical - simply carrying a rocket launcher and its ammo, for example, restricts the only other weapon you can possibly carry to something small like a pistol.
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