Kunikos
3381
This is something that was seriously lacking in NWN2. There is a Fighter ability in D&D that wasn’t implemented that is what most people actually want when they see “Taunt” in the skills.
idrisz
3382
“I categorically reject that any features or game systems in this game were designed or removed to ‘bilk users for more money’,” he added.
So they admit they limited inventory size due to save game limitation(technical), which they resolve before the game release by having a storage chest, which they put in a DLC that cost 7 dollars.
apparently this was done not to force gamer to paid them for storage…
-Design limited inventory space
-Solve space issue but put it in a DLC that cost money
-Deny feature was designed/removed to bilk user for more money…
WTF!!
So rather than being arsed to actually go to the source, you’re linking to an article about a comment in response to something written on a website by me, the guy who hosts this forum? Why don’t you just go hang out at Kotaku where you’d fit right in? Guys like you make the internet what it is, and that’s not a compliment.
Here’s what was posted before the revealing tidbit you managed to read on Eurogamer.
-Tom
stusser
3384
What I don’t understand is how they can say the DLC was added after the game code was frozen when the DLC dude is sitting in your camp prompting you to purchase it. He has a full conversation too, fully voiced and everything. I think it’s bullshit.
Still a great game, though.
idrisz
3385
sorry Tom, here is 2 link to describe the situation. can’t link the zoeller comment from your article, plus the Article I linked have a link to your article as well.
tom’s article
http://fidgit.com/archives/2009/11/dragon_age_the_hidden_seven_do.php
search Commenter Zoeller in that article for the real news.
Oh, great, be all apologetic and make me feel like a jerk! Sorry right back at you for getting so pissy. :)
-Tom
idrisz
3387
I read the original article first, but I was unable to find a way to link that comment in that article.
It be easier if comments were setup like the post in the forum where it’s super easy to link individual post.
You call it a minor issue there, and I see why, but IMO it;s more than minor. Not a deal breaker. But it’s obnoxious that I had to leave the elven werewolf ruins to go back to town to get rid of all the crap I had (I was somehwat deep in). I already junked a bunch of stuff I probably could have sold for pennies (but since I am going back there anyway. . .). Almost all the “normal” weapons and armor I had, e.g. And I have no idea how much deeper I’ll be going in that dungeon.
Yeah, ok, I didn’t have to do it, but money seems to be somewhat useful (my house dwarves have many useful devices for sale and I’m trying to plan ahead to get potion reagents. and then there’s those manuals that look liekt hey grant specialization access). Also, some of the gear I have I might want to give to a companion. I have one inventory expansion (so 80 items), and I’ve been looking for more.
It’s a significant issue, IMO. Though it’s silly that it is, since a fix shouldn’t be that tough. And it’s lame about the lack of camp perma storage (out of the box).
stusser
3389
I really don’t enjoy limited inventory being used as a progression mechanic. Selling backpacks, etc. I spent every single copper I got on backpacks.
Mordrak
3390
Well, it depends on what the game is trying to do. In this format, heavy narrative, module-esque progression from one place to another… I agree. I’m already hit my limit of 120 and it seems to have paid off at least in the sense I had to make very few choices about what to pick up in my first major quest when you’re finally given a choice of where to go.
So I’m hopping as I do the other ones, I’ll be able to pay off that and start to finally afford some of the other, more desirable items that actually improve my characters.
stusser
3391
Yes, so in the beginning of the game you’re forced to spend every penny on backpacks, so later on you can spend money on the fun stuff. That’s not strong design, in my opinion.
Mordrak
3392
Ya, but it’s not every penny. I can still buy gifts and stuff mostly, which run a few silver each usually. Heh. =P
In this game, ya, either give us max inventory from the beginning or bring down the price. But I could see it being a cool mechanic if it was a fantasy rogue-like centered around a merchant/adventurer character where you had to weigh your own skills and equipment versus profit for your merchant company. But that’d be a very, very, different game. :)
stusser
3393
If I were the designer, I would get rid of all the generic nonstacking loot and just give the player more money. If the player wants to buy a generic tier 5 longsword, they can do so at the shop. Looted items should be interesting in some way.
Deciding which items to destroy to free space is not good gameplay. Neither is trekking back to town to sell loot. Diablo has town portals for a reason.
Cubit
3394
Found this while browsing the Forza 3 storefront. Yay for crossovers. :)

Lord knows it can be taken too far – the rusty tin can expeditions in fucking Fallout 3, for instance – but I think Dragonage is very much in line with classic games. I think if you simplify inventory too much, you end up with Jade Empire or Mass Effect, where it just doesn’t feel interesting at all.
Backpacks aren’t that expensive…
I’ve only seen the one in the very start and a 2nd one, but i had no trouble buying them both with money left over to buy various other things. I couldn’t afford the 22g stat points book yet, but only because i bought tons of potion ingredients and some armor to put on my newly made arcane warrior.
Inventory space can be an issue, but not a huge one. It basically just comes down to somewhat limiting the money from selling stuff and even then only HUGE dungeons have run me in to the issue of having to throw away minor money loot.
stusser
3397
They were like 5 gold apeice. After buying those first 2 backpacks my character was down to under 2 gold. So it really was pretty much all the money I had collected up to that point.
idrisz
3398
the problem is that those gold adds up, the most gold I had was 110g, and even one of those epic weapon/armor requires up to 130g+.
not mentioning one of the dagger was like 143g, I haven’t brought any skill books either.
if you save up your money through the entire game, you might be able to purchase 1-2 of those items.
Vesper
3399
If Derek is reading, I have a feature request: Codex searching. I really like to refer to Codex information, and I have to click all around to find information on a specific topic.
stusser
3400
Saving up to buy powerful items is fine, nothing wrong with a game that doesn’t totally trivialize money by the time you make it a third of the way through, although it is pretty unique in that aspect.
Saving up to eliminate annoying aspects of game design like a limited inventory, on the other hand, not so much.