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#11
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#12
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![]() I see what you're saying now. I have to say that finding cargo bays in Drox or bags in Din's Curse is fun. I enjoy it. If I simply started out with max inventory space it wouldn't be as fun. Not for me, anyway. In Din's Curse, actually getting more inventory space WAS fun and wasn't a chore. If you didn't find any bags, then chances are a vendor had some for sale anyway. Yet, it seemed the Vendor stopped selling bags once you reached a certain point. That way, if you found a bag later on, it was still useful and thus felt like a good thing. The formula was good here. It's not so in Drox. If the random numbers aren't with you and you don't find any cargo bays then you're screwed. At least that's how it is at he moment. Not sure why Mr. Peeler would want to change the winning formula. |
#13
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#14
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My point is, what game design is behind the limited inventory, and what function is it supposed to fill? If it's a sense of progression, then frankly the random drops do a better job of that together with levelling up. It also does it without the frustation of being limited (in the same way) initially. If it's to prevent hoarding, it really doesn't, because the person who is really anal about picking up everything and selling it will simply go several trips. Heck, people even did this in Deus Ex:HR where you could only carry one weapon. They sell their weapon, run back and get the spare, sell that, run back, sell that etc. Completionists will alway be completionists, minmaxers will always be minmaxers. This mechanic does not stop them, just mildly inconvenience them. I understand the idea, because limited bagspace has been a staple of the aRPG genre for like...forever. My huge gripe is the excessively small space you start with. It would, in my eyes, be better to start with somethingaround 50 slots and that's it. That's your inventory. It doesn't grow, it doesn't shrink. It's just that. Or, if you absolutely have to have it grow, make it a part of levelling up command. Bigger ship = more cargo space. That way it's controllable, and not so random. |
#15
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I think that Game makers feel there needs to be some kind of downtime in a game, especially in RPGs. Otherwise customers complain it's boring due to the lack of variety in the experience. The old trip back to town to sell your loot is the most often used method. Same reason why resting is mandatory in some RPGs. For game makers, this is a primary concern. For the actual gamer, this is more subconscious than conscious. Also, it used to be that going to the shop to sell your loot was a nice experience. The problem with diablo-style games is that there's so much loot that this experience is lost. Quote:
![]() I usually never picked up weapons I didn't want. Didn't need to sell them to make money. I used computer skills to hack people's bank accounts in that game. It's been a while since I played Deux Ex, but I don't remember money being terribly important in that game anyway. Quote:
That was less than 5 minutes in when I first tried the demo. Notice how I've now bought Drox and am posting in the forums, etc. In Dox, we get some reward when we level up. I hate to say it, but most of the time the level up reward is just vendor trash. Cargo bays could change that. Plus, it would solve the problem of not finding them as random drops. Like, let's say you just leveled up. The game mechanic goes something like this.. If player level >=5 If inventory space = 16 (no cargo bays found) Then give a cargo bay for a level up reward And then do something similar at levels 10, 15, etc. Now, sure.. someone could exploit that. Like, a veteran player could drop his cargo bays just before leveling up to 5, then pick them back up again. Considering the big picture, though, just how bad of an exploit would it really be? Having at least _some_ exploitable things in a game should be as mandatory as other game elements. It adds to the fun because it makes a player feel smart. I wonder how many of Mr. Peeler's fanboys are people who exploited DoP bugs back in the day? Bet there's at least a few. ![]() Or he could just do it like he did in Din's Curse. Make some vendor that sells cargo bays depending on how much you already have. |
#16
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This already happens. I had the Fringe sell me Medium Cargo bays (8 slot) as an essential item (meaning there was limitless stock). I bought enough for all my three ships and their stashes. |
#17
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![]() I'm also thinking about what Shadow himself said in one of the blogs:
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#18
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![]() Does poverty and/or unlucky affect cargo bay drops?
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#19
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![]() Poverty will decreased the chances of cargo bays a little since it will make less components drop.
Unlucky will actually increase the chances of cargo bays some because it makes less "magic" components drop and thus more normal components.
__________________
Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#20
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![]() I see, playing with both on main ship. Played 25 levels with patch 0.917 & 0.918, at level 58 now and still haven’t found one single cargo bay since lvl 11. I had to make a couple mules just so I could fill my shared bank with 4 slotters. Still seems extremely hard finding bays beyond the first few levels.
Suggestion: An automatic quest-notifier when a quest is completed in the default screen. Also some notification of where your black box is located (or black boxes if several deaths) would be welcomed (usually don´t pay much attention to which sector I´m playing in) & an auto-clear on failed missions. Is there a way to check race modifications in the default menu or do I have to go to the “create a new player” screen? If so, some way of checking your race bonuses without having to save/exit would be useful. I found what I think is a spelling error, second to last line on: HELP TOPIC – DESTRUCTION: …”However, if you go can to retrieve that dropped”… sounds like “go” & “can” are switched. |
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