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Gamingbolt Interview with Quest Designer Paweł Sasko

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sidspyker

sidspyker

Ex-moderator
#41
May 8, 2013
CostinMoroianu said:
You all know of course that Deus Ex: Human Revolution used a grid inventory system for the consoles besides the PC and it worked just fine right?
Click to expand...
I didn't even remember DXHR had grid inventory and as far as I remember, I think the game didn't have that much amount of things we could collect, did it?

I dislike how a weapon may take up some blocks in the grid system, I much prefer weight based.
 
C

CrimzonTearz

Rookie
#42
May 8, 2013
Yep and was the jigsaw kind...sadly
 
V

Vojtas

Forum veteran
#43
May 8, 2013
sidspyker said:
Well I'm just assuming they mean like W1, it had no categories, just everything thrown together.
Click to expand...
Adding filters is a must, when you have hundreds of different items in a game. But hey, there's always no filter option ('show all objects'), so it doesn't hurt people who like to see everything at once. I imagine there are categories like:
- weapons
- cloth and armor
- potions
- ingredients
- books
- misc.

Lack of filters means switching subpages and/or scrolling. A lot. Also good inventory has sorting options.
 
D

DonSwingKing

Rookie
#44
May 8, 2013
sidspyker said:
Well I'm just assuming they mean like W1, it had no categories, just everything thrown together.
Click to expand...
It was categorized. You had seperate grids for Quest items, weapons, other items, and alchemy. You could filter Alchemy items after ingredients, potions were always placed next to each other, scrolls were all placed next to each other. It was perfect.

sidspyker said:
I didn't even remember DXHR had grid inventory and as far as I remember, I think the game didn't have that much amount of things we could collect, did it?

I dislike how a weapon may take up some blocks in the grid system, I much prefer weight based.
Click to expand...
You are obviously totally blind for efficiency. What do you think, what is easier? Seeing empty space in a grid and comparing the size of a item or taking out a calculator and add all the values of emany single items?
 
sidspyker

sidspyker

Ex-moderator
#45
May 8, 2013
DonSwingKing said:
It was categorized. You had seperate grids for Quest items, weapons, other items, and alchemy. You could filter Alchemy items after ingredients, potions were always placed next to each other, scrolls were all placed next to each other. It was perfect.



You are obviously totally blind for efficiency. What do you think, what is easier? Seeing empty space in a grid and comparing the size of a item or taking out a calculator and add all the values of emany single items?
Click to expand...
All the items were together, yes alchemy and quest items had their own stack but other than that everything else was in the middle box.


Yeah calling me blind surely gave your point a lot of credibility, was definitely needed.
A calculator? You need a calculator to add weight? Oh my...
Weight system is pretty efficient, atleast it was for me. I don't have to meticulously wonder if the new sword I buy will fit in the number of squares I have left, I'll just see if I have enough weight left till the weight limit and buy it.
 
C

CrimzonTearz

Rookie
#46
May 8, 2013
DonSwingKing said:
It was categorized. You had seperate grids for Quest items, weapons, other items, and alchemy. You could filter Alchemy items after ingredients, potions were always placed next to each other, scrolls were all placed next to each other. It was perfect.



You are obviously totally blind for efficiency. What do you think, what is easier? Seeing empty space in a grid and comparing the size of a item or taking out a calculator and add all the values of emany single items?
Click to expand...
in his defense I must say that it is easier to do a subtraction or addition as compared to rearrange items because you "have" the surface space to store something new in inventory but the shape of some other items is preventing you from having enough blocks in the correct shape to pick it up without dropping something else.

Of course, that was solved by an "arrange" function which organizes the items in the most space efficient way. Still, I would rather do math than play Tetris.
 
S

Sam44

Senior user
#47
May 8, 2013
I agree with sid here.TW2´s interface was fine for me,much better than the one in TW1.Although it was a bit messy when you carried plenty of stuff.
 
S

Sirnaq

Rookie
#48
May 8, 2013
You had filter button in tw1 so everything was sorted by type, it was perfect solution, i never had any problem with tw1 grid inventory, while tw2 list inventory was just broken.
 
sidspyker

sidspyker

Ex-moderator
#49
May 8, 2013
Sirnaq said:
You had filer button in tw1 so everything was sorted by type, it was perfect solution, i never had any problem with tw1 grid inventory, while tw2 list inventory was just broken.
Click to expand...
I'd hardly call W1 "grid" tbh, only the trading menus were grid and while I'm not saying I had "problems" with W1 inventory, I find the W2 inventory to be better sorted and weight based system more convenient and fitting.
 
V

Vojtas

Forum veteran
#50
May 8, 2013
sidspyker said:
I'd hardly call W1 "grid" tbh,
Click to expand...
It was a grid, but not in literal sense, with visible borders and distinctive cells. However TW1 inventory still works exactly like a grid.

sidspyker said:
I find the W2 inventory to be better sorted and weight based system more convenient and fitting.
Click to expand...
Maybe for you, but grid is just the best for basic PC controllers: mouse and keyboard. Lists are also a waste of screen space. We don't need clunky stuff, I can do most of things with one or two clicks.
 
M

Mataresa

Rookie
#51
May 8, 2013
I think some people are confusing grid inventory with a grid jigsaw inventory. Grid inventory like in the first one is perfectly fine. Restricting how many weapons you can carry around as well, I think, like with the limited number of slots for weapons. But a diablo-esque jigsaw inventory wouldn't be good.
 
sidspyker

sidspyker

Ex-moderator
#52
May 8, 2013
Vojtas said:
It was a grid, but not in literal sense, with visible borders and distinctive cells. However TW1 inventory still works exactly like a grid.


Maybe for you, but grid is just the best for basic PC controllers: mouse and keyboard. Lists are also a waste of screen space. We don't need clunky stuff, I can do most of things with one or two clicks.
Click to expand...
Well as a person who has never used anything other than a mouse and keyboard to play games, I still find TW2 system to be better. I'm fine with either one, just stating preference. I hope that either CDPR gives us a choice or when W3 comes out, somebody creates an inventory mod for those that prefer the other system.
 
C

CrimzonTearz

Rookie
#53
May 8, 2013
Mataresa said:
I think some people are confusing grid inventory with a grid jigsaw inventory. Grid inventory like in the first one is perfectly fine. Restricting how many weapons you can carry around as well, I think, like with the limited number of slots for weapons. But a diablo-esque jigsaw inventory wouldn't be good.
Click to expand...
that is what I was saying

Deus Ex HR was a jigsaw too
 
D

DonSwingKing

Rookie
#54
May 8, 2013
HicSuntDracones said:
that is what I was saying

Deus Ex HR was a jigsaw too
Click to expand...
Yes, The Witcher 1 had it for weapons only, if i remember correctly. Big axes take more space than stilettos of course. They are also worth more money. Giving a giant axe the same slot as a potion or a kife, would destroy the balance, that is why tetris is mandatory. You could of course combine weight values with a grid view, but that would overcomplicate things. Same as renaming weight in "number of slots needed" and then set a maximum number of slots.

The perfect solution imo would be:

Establish categorys like in TW2. And in every category there is a different type of slots. Like big slots and small slots. An axe can occupy a big slot, while knifes occupy small slots.
 
C

CrimzonTearz

Rookie
#55
May 8, 2013
I'd rather stick with weight really unless they want to simplify the jigsaw by only using smaller/larger square slots ad opposed to weirdly shaped items (like deus ex)
VTMR had it that way and it worked rather well (tho after Vienna you were going to stick only with one weapon if you knew anything about the systems)
 
gregski

gregski

Moderator
#56
May 8, 2013
Seriously, how is this sea of small, meaningless and almost undistinctive icons:



more informative and intuitive than this?

 
M

Mataresa

Rookie
#57
May 8, 2013
I'd rather just have one silver slot, one steel slot, one extra slot for an extra weapon or torch and then maybe in the bag back 1 or two spaces for old weapons, so that you can sell them, rather than throwing them away. If you really want grid. Otherwise just make the weapons and armor that heavy, that you can never carry more than the ones to sell extra.
 
C

CrimzonTearz

Rookie
#58
May 8, 2013


As a reference, this was jigsaw too but it was clear and it did not require Tetris skills
 
Aditya

Aditya

Forum veteran
#59
May 8, 2013
gregski said:
Seriously, how is this sea of small, meaningless and almost undistinctive icons:



more informative and intuitive than this?

Click to expand...
my sentiments exactly. Plus, with the TW2 you could increase weight with mods and carry more stuff without bothering about slowing down or inkeep storage (which came later) though that's not the point.

As I said, just hope we have an option of both, I seriously don't want to use that grid again.
 
wichat

wichat

Mentor
#60
May 8, 2013
Just a fine hybrid will be welcome.
 
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