New Inventory system complications

My first impression and criticism regarding the new inventory system.
A video is more descriptive than text:
https://youtu.be/fFiwf-cK94E

I appreciate the new structure of the inventory but it needs a lot more work on the accessibility side.

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Topics about the same subject merged.

/Mod

The scopes, and I think all Sights slot items, no longer display their quality in the new inventory UI. This was an issue for all mods in the stash before, but we could always look at them in our inventory to see the actual value.

Also, scopes do, clearly, still have rarities. The appearance of the items change, and the number of crafting mats they break down into can be used to estimate an itemā€™s rarity. But thereā€™s no easy way to identify them at a glance.

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This is an excellent and full description of all of the frustrations of the new inventory UI. I know the devs probably spent countless hours on coding this expansion of the inventory/stash screens, but I have to agree with most of the comments in this thread - the inventory management simply doesnā€™t survive UAT!

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Is is possible to counter act the sprint effect by riding a bike. :thinking::thinking::thinking:

Recycling station is also accident to happen. Selected item highlight color is white vs. light grey. And there is no confirmation what item you are going to recycle.
So who is going to be first and scrap their experimental weapon? :thinking:

Make selected item highlight green, and confirmation box could say weapons name and show that nice tier graphic icon.

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no, above 20 kg you donā€™t move anymore

Rather than selecting an item and pressing hotkey, on PC, you can drag and drop items to recycling station. That makes it less likely to drop a wrong item in there.

But with other i agree. Window saying the item name that is about to be recycled would help a lot.

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I really do love this game. Iā€™m really glad the developers are still active. Iā€™m very happy that the experience has become crash-free for me at least the last few weeks.

So it is with a certain sadness that I must once again file a complaint regarding the new change.

Most of what I could say is already being addressed by others. I welcome the increase in personal carrying capacity as well as Plundra capacity. Unfortunately that is the end of my praise.

The new inventory system looks far more developed. Clearly some real time was spent in the coding of it.
Conversely it really seems as though nobody that devised and coded it actually play-tested it.

Itā€™s nearly impossible for me to conceive that anyone could have attempted to utilize it and not discovered how almost incomprehensibly obtuse the experience is. Furthermore, while I may press ā€œeā€ to equip a weapon which is nice but I am then offered the ability to press 1 or 2 to assign it to the corresponding weapon slot. It does not work because 1 and 2 cause the screen to change to the map and inventory screen respectively. How could this have escaped basic testing?

This game was perfect to me in what it was. Many of the things people complained about were not complaints for me but in fact sublime. The huge amount of space and subsequent down time were perfect for creating a very dynamic range of experience from peaceful exploration to terrifying machine encounters. Those long period of empty, lonely wandering really punctuated the action. These days people just want non-stop frenetic action leaving no room for the masterful mechanic of suspense.
I would have been absolutely fine if nothing in the game was ever added to or changed just so long
as the crashing was resolved. That is not to say that I donā€™t like the world expanding, more missions, things like that as long as they preserve the atmosphere, theme, gameplay.

Unfortunately I find this new inventory system to be so obtuse that it has actually somehow killed my desire to even launch the game. The inventory as it was before this update seemed rather hacked together. Mainly it was the Plundra that seemed very poorly implemented. No organization, screen drawing errors, etc. Itā€™s like someone quickly drafted an SQL database or just wrote and read from a simple xml file. Very poor, but whatever. I managed. I was able to easily see everything I was carrying.
I could easily replace a weapon or switch ammo on the fly with a quick drag to the proper slot during battle. Now I cannot see everything easily. There is no natural flow to the design of the inventory system at all. It is impossible to use during battle. Before it was risky to use but I could wrap that into the overall immersion because it would take time in real life to switch equipment around. Yet this new system is so unnatural, so non-intuitive in every way, that it makes managing anything in the inventory confusing, cumbersome and completely unfun. Since on-the-fly inventory management is an important part of game play it effectively ruins the game play altogether.

It leads me once again to question why a change like this would be released without even a simple thing like the aforementioned key binding conflict having been noticed. It further confuses me why there is absolutely no public beta opt-in for changes of this magnitude. There is a large committed base of players. Some of them would be happy to participate in betas. It would allow the developers to get feedback for major changes as well as work out obvious bugs before dropping massive updates that only happen once a month or less. A situation like this which is not going to be okay for much of anybody (itā€™s tame here compared to the Steam forms, complaint-wise) is not going to be addressed for a long time now. It just doesnā€™t make any kind of sense to me why, if a game is going to be fiddled with to this extent, major changes are not test-driven beforehand.

I would take the old inventory back in a second. Switching to weight instead of slots, removing stack limits, those things are nice inventory changes but I would have preferred the management remain as it was rather than whatever this is supposed to be.

Now I realize that it can take some time to adjust to changes but this isnā€™t one of those things that is a good design that is just unfamiliar. It is an objectively non-intuitive obtuse system that needs to be reverted or completely redone in a way that makes sense.

Why is it that I can access inventory with the tab key but I canā€™t hit the tab key again to exit? In fact several functions in this new inventory require me to back up by taking my hands out of position to press escape. No cancel button for the mouse, even. Thatā€™s another flow-killer. To keep flow going in an action game the same key that opens a window or screen should be responded to by closing said screen on a second press. At least I find that to be the most intuitive and expedient method.

Personally I find no inventory system to be more perfectly implemented at this time than 7 Days to Die.
Take a look at how they do things. It took them years but the system is very complicated yet they make it a breeze to work with.

They also handle riding a bike in an an excellent way. The mouse controls the steering, the W & S keys for forward/reverse. At any time though while riding you can click the mouse button and it will instantly switch steering to the A & D keys allowing full mouse look.

I am sorry to whoever programmed this new inventory but itā€™s really not acceptable. It was good how it was. The Plundra / Inventory management screen is all that really needed to be changed so that the Plundra could be organized.

Hope to see this resolved because itā€™s really a joykill. As for the rest of the work and changes, and creating a crafting system, pretty cool and all good.

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The only good thing about this is that it looks cleaner and we can hold more ammo and guns because of the new weight mechanic

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I agree with you, the new inventory is not practical or appropriate for this game, and it costs me to say this because i really like this game. ItĀ“s sad it took this way.

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I do not understand your design philosophy at all. Granted, I design tabletop games but you seem to actively try to alienate players on what could be a great title. I justā€¦ I cannot fathom who thinks this was a good idea.

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Honestly when I think about it, everything they added to this game feels out of place

Rival system (itā€™s like a bad sketch of Shadow of Mordor games where rivals have different looks and personalities)
Crafting (upgrading your goofy clothes instead of introducing armor systems)
Inventory system (bad sketch of Resident Evil then, now bad sketch from Division or Bethesda games)

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i wanna have back my old drag and drop inventory. it need so long to switch weapons in a battle now. or at least please give us a option to change back to the old inventory style via games settings. i mean i really appreciate the updates and fixes you are doing but with the inventory change itā€™s not fun anymore. for now i will avoid the game and thatā€™s sad because iā€™m a huge fan from it and love it.

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Going from the old 3 simple predictable actions switching weapons or adding different throwables/heals, to this new system of 5(slot1) 6(slot2) and 7(adding quickbar) actionsā€¦
Are the devs trying to tell us something?

After 8h-ish in the new inventory system I really do miss one thing, a Icon for the meds!
As now meds is just somewhere in all other stuff you got, both in backpack and plundra, among the Equipment that is almost everything except weapons and ammo.

Got downed several time because of this ā€œhard to find and equip systemā€ after I used e.g. Mine, Fuel-/EMP-cell, Grenade, Flare in any combo that need more than 1 free slot for. And then when it all starts (going south) there is not the time to equip First Aid kits again ending up with me throwing out another mine or something instead of the normal meds I used to have in 2 of slot 4-6 at least, or trying to equip Meds only to get beaten to death while doing that.

If someone canā€™t relate to what Iā€™m writing, you havenā€™t played Skirmish yet. It should also be known as the ā€œKetchup-modeā€. First itā€™s nothing then there is all and itā€™s on you, not on your plate.

I icon specific for healing items would be really appreciated .

The old inventory was far superior in battle and even for making quick decisions about what to loot. Now I just Take All and hope to clean up the mess later. Switching weapons or ammo types on the fly is impossible. And what the heck is the point of Transfer? There were a few problems with the old system, like drag and drop didnā€™t always work (Iā€™m PC based) and it wasnā€™t well integrated with the Plundra. The new system is so bad the other two guys I play with want to uninstall and Iā€™m not far behind them. Why not concentrate on fixing Multiplayer? Things still disappear or present differently to different players.

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I also find it hard when putting things into the plundra, to know just what items like scopes etc are actually equipped and not just in you inventory. I think anything that is equipped shouldnā€™t be able to be placed in the plundra until it is unequipped. I also donā€™t really think the new system is very intuitive, makes doing anything you do as regards weapon change etc so long winded itā€™s not funny.

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If attachment is equipped, itā€™s item window has white triangle at the bottom right corner.

Itā€™s the requested feature of splitting the stack.