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member
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OP
member
Joined: Oct 2020
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- Add a visual representation of a backpack (of holding) to the character's inventory to make the game feel more authentic and add to the overall experience.
- Nautiloid ships could provide an opportunity for the character(s) to acquire magical backpacks of holding, which would make logical sense within the context of the game's lore and add another layer of depth to the gameplay.
- Carrying a large amount of equipment on one side of the body can be impractical and potentially harmful, so a backpack of holding would be a more realistic and efficient solution for evenly distributing the weight of the character's loot.
- Add a proper sheathing animation to make the game feel more realistic and immersive, with a possible solution of having weapons sheathed in a more realistic way, perhaps on the side of a backpack.
While I found the overall gameplay enjoyable, I did have some concerns about the lack of immersion when it comes to carrying loot. It seems odd that the character can carry around such a large number of items without any visible means of storage, especially considering the game's emphasis on realism. I think it would be a small but significant improvement to add a visual representation of a backpack (of holding) to the character's inventory. It would make the game feel more authentic and add to the overall experience. Additionally, since we all start out on a Nautiloid ship with many chambers and compartments, this could provide an opportunity for the character(s) to acquire these magical backpacks of holding as it's not uncommon for these ships to have a number of magical items stowed away. Not only would this make logical sense within the context of the game's lore, but it would also add another layer of depth to the gameplay. Finally, I think it's worth noting that carrying a large amount of equipment on one side of the body can be impractical and potentially harmful. Hence my suggestion for a backpack of holding and not a (or multiple) bag(s) of holding. A backpack is a more realistic and efficient solution for evenly distributing the weight of the character's loot. I also wanted to provide some feedback regarding the way weapons are displayed. While I appreciate the game's focus on fantasy and adventure, I can't help but feel that the current system for displaying weapons is somewhat un-immersive. As you know, seeing a sheathed weapon floating on a character's back can be distracting and take away from the overall immersion of the game. I believe that adding a proper sheathing animation would go a long way towards making the game feel more realistic and immersive. One possible solution would be to have weapons sheathed in a more realistic way, perhaps on the side of a backpack. This would not only add to the visual credibility of the game but would also make sense logistically speaking. I understand that these may seem like minor details, but I truly believe that these small changes could greatly improve the overall gameplay experience. Overall, I believe that these small changes could greatly improve the overall immersion and make the game even more enjoyable to play. I hope that Larian will consider these suggestions as they continue to develop the game.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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I do agree that weapons not in use could be better shown, perhaps with one handed weapons sheathed at characters’ sides rather than on backs, and I’d like to see shields shown on backs when equipped and not in use. But for me showing backpacks would be an unnecessary complication of the animation challenge in an engine that clearly already struggles with clipping. And unless they were also going to animate accessing and taking things from the backpack when we open our inventory (which I don’t need), it would be as much of a barrier as improvement to immersion for me. I’d prefer Larian to focus on good animation of weapons and shields and will happily handwave how inventories are stored.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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member
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OP
member
Joined: Oct 2020
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I do agree that weapons not in use could be better shown, perhaps with one handed weapons sheathed at characters’ sides rather than on backs, and I’d like to see shields shown on backs when equipped and not in use. But for me showing backpacks would be an unnecessary complication of the animation challenge in an engine that clearly already struggles with clipping. And unless they were also going to animate accessing and taking things from the backpack when we open our inventory (which I don’t need), it would be as much of a barrier as improvement to immersion for me. I’d prefer Larian to focus on good animation of weapons and shields and will happily handwave how inventories are stored. After considering your points, I have to agree with you that showing backpacks could be an unnecessary complication and might hinder immersion if not done properly. I understand your preference for Larian to focus on good animation of weapons and shields instead. Ultimately, I hope that this game will be such an amazing success that Larian will take our feedback into consideration for future installments. Thank you for taking the time to share your thoughts.
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stranger
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stranger
Joined: Jan 2021
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They had backpacks on the character models in Pathfinder:Kingmaker. For me it was too disstracting and took away some of the immersion, especially during combat. I wouldn't mind a party-donkey tough, who carries al the stuff and follows the party around. But finding a Bag of Holding will be more likely.
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member
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OP
member
Joined: Oct 2020
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They had backpacks on the character models in Pathfinder:Kingmaker. For me it was too disstracting and took away some of the immersion, especially during combat. I wouldn't mind a party-donkey tough, who carries al the stuff and follows the party around. But finding a Bag of Holding will be more likely. Thank you for sharing your opinion. While I can understand your perspective, I have to respectfully disagree with your suggestion of having an animal companion, like a donkey, to carry loot. Having an animal follow the player around can break immersion and is not always practical, especially when trying to sneak or navigate certain terrain. Additionally, it doesn't solve the issue of carrying large amounts of loot around, which can also break immersion. On the other hand, I believe that having a visual representation of a backpack would actually add to the immersion and realism of the game, especially when it comes to carrying large amounts of loot. I can see however, how having a backpack on the character models could be visually distracting during combat. Out of curiosity, can you please elaborate on what specifically you found distracting and un-immersive about the backpack in Pathfinder? Was it the design of the backpack itself, or the way it was integrated into the character model and animations? I'm interested in hearing your thoughts on this matter.
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old hand
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old hand
Joined: Apr 2022
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They had backpacks on the character models in Pathfinder:Kingmaker. For me it was too disstracting and took away some of the immersion, especially during combat. I wouldn't mind a party-donkey tough, who carries al the stuff and follows the party around. But finding a Bag of Holding will be more likely. Thank you for sharing your opinion. While I can understand your perspective, I have to respectfully disagree with your suggestion of having an animal companion, like a donkey, to carry loot. Having an animal follow the player around can break immersion and is not always practical, especially when trying to sneak or navigate certain terrain. Additionally, it doesn't solve the issue of carrying large amounts of loot around, which can also break immersion. On the other hand, I believe that having a visual representation of a backpack would actually add to the immersion and realism of the game, especially when it comes to carrying large amounts of loot. I can see however, how having a backpack on the character models could be visually distracting during combat. Out of curiosity, can you please elaborate on what specifically you found distracting and un-immersive about the backpack in Pathfinder? Was it the design of the backpack itself, or the way it was integrated into the character model and animations? I'm interested in hearing your thoughts on this matter. Then maybe instead Tenser's Floating Disc and / or a Bag of Holding for your pocket. Because I'd much rather have that than a backpacker-school kid-style adventurer party.
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stranger
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stranger
Joined: Jan 2021
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[quote=Plato82] I can see however, how having a backpack on the character models could be visually distracting during combat. Out of curiosity, can you please elaborate on what specifically you found distracting and un-immersive about the backpack in Pathfinder? Was it the design of the backpack itself, or the way it was integrated into the character model and animations? I'm interested in hearing your thoughts on this matter. The backpacks were rather large and playing, say a dual wielding elf ranger who is nimble in combat, wouldn't be able to manoeuver good in combat with the backpack. Or when an epic scene where your character comes into a throneroom, it looks like too much like a happy camper for such a moment. I think later versions fixed this with a toggle backpack option, wich is ideally the solution to your wish.
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member
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OP
member
Joined: Oct 2020
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Then maybe instead Tenser's Floating Disc and / or a Bag of Holding for your pocket. Because I'd much rather have that than a backpacker-school kid-style adventurer party. The backpacks were rather large and playing, say a dual wielding elf ranger who is nimble in combat, wouldn't be able to manoeuver good in combat with the backpack. Or when an epic scene where your character comes into a throneroom, it looks like too much like a happy camper for such a moment. I think later versions fixed this with a toggle backpack option, wich is ideally the solution to your wish. Thank you for your responses. I appreciate your suggestion of Tenser's Floating Disc and Bag of Holding as alternatives to backpacks, but I would like to point out that the Floating Disc may not be practical from a visual standpoint. Since the Disc itself is not a bag that makes loot disappear, this means that for the sake of immersion, designers and animators would need to go above and beyond to make the loot visible on the Floating Disc, making it not an as attractive alternative compared to the bags of holding, which require less effort to implement. That being said, I agree with your point that a backpack of holding or other means of carrying loot should not necessarily look like a massive modern military or hiker version, nor should it make the adventurer look like a child. In fact, according to D&D 5th edition, bags of holding are more akin to shoulder bags, and a backpack-style design could be more practical for evenly distributing weight on the adventurer's back. Thank you again for your response, and I look forward to hearing more thoughts from the community.
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member
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member
Joined: Apr 2023
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An extreme amount of realism does not a fun game make. I don't want to see a backpack on my chracter it looks ugly. I do agree though that weapons should be sheathed properly isntead of just weirdly hanging on my back (when dual wielding).
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addict
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addict
Joined: Aug 2017
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If they can fix sheathing and fix clipping that would be fantastic.
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member
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OP
member
Joined: Oct 2020
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An extreme amount of realism does not a fun game make. I don't want to see a backpack on my chracter it looks ugly. I do agree though that weapons should be sheathed properly isntead of just weirdly hanging on my back (when dual wielding). Thank you for taking the time to respond to my post. While I appreciate that you have a different opinion regarding backpacks and their appearance in games, I must disagree with your statement that an extreme amount of realism does not make a fun game. In fact, a logical amount of realism can add an extra layer of immersion to the game and enhance the overall gameplay experience. While there are certainly more critical aspects of a game that should be prioritized, there is no harm in paying attention to small details that can make the game more enjoyable, especially when it could be added as a feature that can be enabled or disabled, similar to how it was handled with Pathfinder. Regarding the appearance of backpacks, I understand your concern that they may look unappealing. However, I believe that it is possible to design a visually appealing backpack that can still convey the necessary function of carrying loot and equipment. ![[Linked Image from i.pinimg.com]](https://i.pinimg.com/564x/58/7e/03/587e0381989ccc5ef56383d20c86fd12.jpg) ![[Linked Image from i.pinimg.com]](https://i.pinimg.com/564x/b3/6c/93/b36c93581bded6b94d620a169e5544d9.jpg) ![[Linked Image from i.pinimg.com]](https://i.pinimg.com/564x/ac/95/73/ac9573a3a501bce43194d54c0dd79f36.jpg) ![[Linked Image from i.pinimg.com]](https://i.pinimg.com/564x/ee/0d/c1/ee0dc14c59fb54b00c1987ed1e72fb00.jpg) Furthermore, as you mentioned, having weapons floating on the back of a character when sheathed can be distracting and detract from the game's immersion. The same can be said for being able to carry unrealistic amounts of loot without any logical explanation. In conclusion, I believe that a logical amount of realism can enhance the gameplay experience, and I hope that we can agree on the importance of paying attention to small details that can make the game more enjoyable. Thank you for your response, and I look forward to hearing more thoughts from the community. If they can fix sheathing and fix clipping that would be fantastic. Fixing that is definitely a priority 
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enthusiast
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enthusiast
Joined: Aug 2019
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Yeah, I like the backpack idea, maybe if it isn't too big there wouldn't be any clipping issues. But, I don't think they''ll do it, we''ll be lucky to get the doffing of shields to our backs and sheathed weapons. I don't think realism too high a priority in Larian's design.
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member
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OP
member
Joined: Oct 2020
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Yeah, I like the backpack idea, maybe if it isn't too big there wouldn't be any clipping issues. But, I don't think they''ll do it, we''ll be lucky to get the doffing of shields to our backs and sheathed weapons. I don't think realism too high a priority in Larian's design. I wanted to say I've yet to come across a game that does so, but despite Pathfinder: Wrath of the Righteous isn't nearly as good looking as Baldur's Gate 3, it actually does all these things here described. There are many more features in that game I'd love to see in Baldur's Gate 3. It's ironic how indie developers, despite their lack of budget, always have these grandiose ideas bigger companies don't bother to implement.
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addict
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addict
Joined: Oct 2020
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Yeah backpack and backpack slot would be nice. Same as torch/lanterns slot. WITH a shortcut. Imagine walking around with a magical lantern in underdark or a cave/ ruins with shield/backpack on your back.
In other words a proper weapons systems like more weapon slots so i don't have to go insain in massive inventory madness/chaos when i want to change from two handed to dual wielding . That dual wielding slot could be side carry for dual wielding Just to make things look even more cool. We need proper shield display that don't just disappear, arrow quivers system /slot, throw system/slot and etc. There is no good reason that throwing weapons are inferior garbages just cos we can't dip them because they do not have a dedicated weapon slot?
I mean who designs this, why is the corrent system half done at best after 3 years of production Larian we know you can do better. Same as UI for those systems again half done. There is zero potion, scrolls, bombs balance because the game doesn't have the basic few consumable slots that is the golden standard to limit the use of consumables at least a bit to make them balanced more.
We have no arrow quivers/slot with it's own easy radial quick access click and forget icone and shortcut for it.
That way i don't have to go into inventory just to shoot an arrow every time... For some reason I have to drag it to hotbar then use it or right click and use it. The fact that i need to even go to inventory in the first place is just maddness in 2023.
Takes ages to setup and maintain even if i have all my arrows in "arrow backpack" on my hotbar. That should just be a quivers item/system that does it all automatically. It's like we are in dark ages of rpg UI design.
The whole thing should work as ammunition that works with other weapon skills and not work like bloody scrolls! Arrows are not Scrolls so why do they work as such? Just negligent design nothing more.
Same for backpacks they need to have item slot that way you can have rare backpack with properties that effect the character. We have musical Instruments items and slots but not the above features, like why? WHy only make some of this and leave the less unfinshed.
This is basic RPg design i can't belive this is so carelessly made in 2023.
Last edited by Lastman; 21/04/23 06:36 AM.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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We have no arrow quivers/slot with it's own easy radial quick access click and forget icone and shortcut for it.
That way i don't have to go into inventory just to shoot an arrow every time... For some reason I have to drag it to hotbar then use it or right click and use it. The fact that i need to even go to inventory in the first place is just maddness in 2023.
Takes ages to setup and maintain even if i have all my arrows in "arrow backpack" on my hotbar. That should just be a quivers item/system that does it all automatically. I certainly wouldn’t claim the inventory or UI couldn’t be improved, but accessing special arrows is already pretty easy, on PC at least. Simply click on the icon for your ranged weapon to the right of the character portrait and the hotbar will change to show all the available actions you can carry out with that weapon, including firing any special arrows in the current character’s inventory. I’ve never tried it, but this may not work if you put arrows in a separate container as you say you do. Personally, I prefer not to use containers and simply filter the inventory.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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member
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OP
member
Joined: Oct 2020
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Yeah backpack and backpack slot would be nice. Same as torch/lanterns slot. WITH a shortcut. Imagine walking around with a magical lantern in underdark or a cave/ ruins with shield/backpack on your back.
In other words a proper weapons systems like more weapon slots so i don't have to go insain in massive inventory madness/chaos when i want to change from two handed to dual wielding . That dual wielding slot could be side carry for dual wielding Just to make things look even more cool. We need proper shield display that don't just disappear, arrow quivers system /slot, throw system/slot and etc. There is no good reason that throwing weapons are inferior garbages just cos we can't dip them because they do not have a dedicated weapon slot?
I mean who designs this, why is the corrent system half done at best after 3 years of production Larian we know you can do better. Same as UI for those systems again half done. There is zero potion, scrolls, bombs balance because the game doesn't have the basic few consumable slots that is the golden standard to limit the use of consumables at least a bit to make them balanced more.
We have no arrow quivers/slot with it's own easy radial quick access click and forget icone and shortcut for it.
That way i don't have to go into inventory just to shoot an arrow every time... For some reason I have to drag it to hotbar then use it or right click and use it. The fact that i need to even go to inventory in the first place is just maddness in 2023.
Takes ages to setup and maintain even if i have all my arrows in "arrow backpack" on my hotbar. That should just be a quivers item/system that does it all automatically. It's like we are in dark ages of rpg UI design.
The whole thing should work as ammunition that works with other weapon skills and not work like bloody scrolls! Arrows are not Scrolls so why do they work as such? Just negligent design nothing more.
Same for backpacks they need to have item slot that way you can have rare backpack with properties that effect the character. We have musical Instruments items and slots but not the above features, like why? WHy only make some of this and leave the less unfinshed.
This is basic RPg design i can't belive this is so carelessly made in 2023. Thank you for your thoughtful response. I agree that a more comprehensive inventory system with dedicated slots for weapons, shields, arrows, and other items would greatly enhance the gameplay experience. It's frustrating when we have to waste time sifting through our inventory to find the right weapon or arrow when we could be enjoying the game instead. Regarding the issue of aesthetics, I believe that having a realistic and functional inventory system would actually add to the immersion of the game. Carrying a backpack or having a quiver on our character's back would make sense and add to the realism of being an adventurer in a fantasy world. It's important to balance gameplay mechanics with aesthetic appeal, and I think a well-designed inventory system can achieve both. In terms of potion, scrolls, and bomb balance, having a limited number of consumable slots would definitely help with balancing the game. It would encourage players to strategize and think about when and where to use these items, rather than just spamming them in every battle. Overall, I appreciate your passion for improving the game's inventory and UI systems. I hope that the developers take your suggestions into consideration and work to create a more comprehensive and user-friendly inventory system.
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member
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OP
member
Joined: Oct 2020
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We have no arrow quivers/slot with it's own easy radial quick access click and forget icone and shortcut for it.
That way i don't have to go into inventory just to shoot an arrow every time... For some reason I have to drag it to hotbar then use it or right click and use it. The fact that i need to even go to inventory in the first place is just maddness in 2023.
Takes ages to setup and maintain even if i have all my arrows in "arrow backpack" on my hotbar. That should just be a quivers item/system that does it all automatically. I certainly wouldn’t claim the inventory or UI couldn’t be improved, but accessing special arrows is already pretty easy, on PC at least. Simply click on the icon for your ranged weapon to the right of the character portrait and the hotbar will change to show all the available actions you can carry out with that weapon, including firing any special arrows in the current character’s inventory. I’ve never tried it, but this may not work if you put arrows in a separate container as you say you do. Personally, I prefer not to use containers and simply filter the inventory. You're right, accessing special arrows is fairly easy on PC, and I appreciate you sharing the tip about clicking on the ranged weapon icon. However, as Lastman pointed out, having a dedicated quiver system would make it even more convenient and immersive, especially for players who prefer to use containers to organize their inventory. While it's true that filtering the inventory can be helpful, it's not always the most efficient way to find specific items in a large inventory. A dedicated quiver system would not only save time, but also add to the immersion of the game. It would be great to see Larian continue to improve the inventory and UI, and I hope they consider implementing some of the suggestions made by players like Lastman. Thank you again for your contribution to the discussion.
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veteran
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veteran
Joined: Feb 2020
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We have no arrow quivers/slot with it's own easy radial quick access click and forget icone and shortcut for it.
That way i don't have to go into inventory just to shoot an arrow every time... For some reason I have to drag it to hotbar then use it or right click and use it. The fact that i need to even go to inventory in the first place is just maddness in 2023.
Takes ages to setup and maintain even if i have all my arrows in "arrow backpack" on my hotbar. That should just be a quivers item/system that does it all automatically. I certainly wouldn’t claim the inventory or UI couldn’t be improved, but accessing special arrows is already pretty easy, on PC at least. Simply click on the icon for your ranged weapon to the right of the character portrait and the hotbar will change to show all the available actions you can carry out with that weapon, including firing any special arrows in the current character’s inventory. I’ve never tried it, but this may not work if you put arrows in a separate container as you say you do. Personally, I prefer not to use containers and simply filter the inventory. The UI when you're doing it like this is absolutely terrible... You're right that it's possible, but it's not comfortable at all. They should create "a spell container" (like chromatic orb, command,... a spell that allow more options when you click on it the first time) for quiver, scroll case and potion case. 1 icon in the hotbar for each sonsummable type that open a clear UI only showing items the players want to see. Every part of the UI is a mess, especially now that they have multiply hotbars and shortcuts. Not really in love with the idea of backpack but definitely with the idea that weapons should be better showed. It's not like if the game allowed tons of sets per character... Something like what is done in Bannerlord would be perfect.
Last edited by Maximuuus; 21/04/23 09:54 AM.
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veteran
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veteran
Joined: Oct 2020
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I honestly dont believe that realism in matter of sheating is valid argument in this game ... Models of our weapons (especialy Long Sword) are so huge, so there is no way it would be "realisticly sheated" anywhere and anyhow ... maybe only if your sword would be sheated on your teammate back. 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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veteran
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veteran
Joined: Mar 2020
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I certainly wouldn’t claim the inventory or UI couldn’t be improved, but accessing special arrows is already pretty easy, on PC at least. Simply click on the icon for your ranged weapon to the right of the character I have been using this system for sure, but it is not ideal - if my memory serves me well, icon autosorting for this list view is a bit of a mess, and arrows need to be on the hotbar to be displayed in the first place.
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