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I came here to create a thread for everyone to post what they want to See on The witcher 2 Enhancements.

I then ran across this post and I thought it was spot on. I'm simply at the beginning of the game:

http://www.gog.com/en/forum/the_witcher_2/why_i_hate_this_game/page1

Definitively renting some space to save your stuff is in place.

MY Own enhancement is to create profiles for the saves Like the Dragon Age Series. We only have one character in this case: Geralt. But at least we could create a profile by registering the date the user decided to Start a new game.

Having ALL THE SAVEGAMES on the same list from DIFFERENT RUN THROUGHS is a mess. In the first one I used the default settings and was about to kill the Big monster of act I.
On the second one I imported a save game. The are ALL showing together and is simply a MESS.

If not at least add the abbility to order to savegames in folders manually and still read them.
better blocking system PLZ PLZ....
I'll just go ahead and say this. There's only really two inventory systems that should ever exist in a PC game because anything else is flat out retarded. I've played hundreds of games and I can't think of a single one that could be an exception to this rule.

1) Unlimited Sortable Scrolling Inventory - Suited for games that have lots and lots of items and games with item crafting. Putting artificial limits on inventory space in a game like this is not challenging, it's frustrating and only a total douche would do it intentionally. An alternative is to provide a "chest" type feature where you can store your ridiculous amount of items that aren't likely to be needed during a quest somewhere convenient other than on your character. The general rule of thumb is that the number of inventory slots should always be greater than or equal to the number of items available to loot. Failing to uphold this rule is not an option.

2) Limited Inventory - You only have a very specific number of item slots because they match up exactly with the number of items you'll find throughout the entire game. This type of inventory works best for shooters, console games (where game save space is finite) and those click adventure type games (like Phantasmagoria where every item has a specific use and there usually is no combat at all).

Anyone trying to argue realism in relation to an inventory system needs to immediately and publicly flog themselves for being a complete moron. Games are not reality and there's nothing realistic about inventory systems. The moment I can interact with digital items in all the same ways I can real items, I'll accept that you finally have a reason to argue realism in relation to an inventory system. In the case of a realistic inventory system, you should only ever want to carry around items that are useful and should always have a way to carry the stuff you need. It should be obvious to the player which items are useful and which aren't worth carrying.

Generally speaking, realism can be very important to the story, characters, setting and anything related. However, when it comes to game mechanics, realism only matters as far as whether the mechanics are considered intuitive and convenient to the user. Beyond whether it's intuitive or not, realism really has no place in game mechanics and trying too hard to shoe horn it in will only hurt the experience.

I'm easily willing to suspend my disbelief when it comes to how I interact with a game, so long as the interface is pleasant. Everything else about a game is a more complicated matter and realism can either hurt or help depending on circumstances.
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LordZ: I'll just go ahead and say this. There's only really two inventory systems that should ever exist in a PC game because anything else is flat out retarded. I've played hundreds of games and I can't think of a single one that could be an exception to this rule.

1) Unlimited Sortable Scrolling Inventory - Suited for games that have lots and lots of items and games with item crafting. Putting artificial limits on inventory space in a game like this is not challenging, it's frustrating and only a total douche would do it intentionally. An alternative is to provide a "chest" type feature where you can store your ridiculous amount of items that aren't likely to be needed during a quest somewhere convenient other than on your character. The general rule of thumb is that the number of inventory slots should always be greater than or equal to the number of items available to loot. Failing to uphold this rule is not an option.

2) Limited Inventory - You only have a very specific number of item slots because they match up exactly with the number of items you'll find throughout the entire game. This type of inventory works best for shooters, console games (where game save space is finite) and those click adventure type games (like Phantasmagoria where every item has a specific use and there usually is no combat at all).

Anyone trying to argue realism in relation to an inventory system needs to immediately and publicly flog themselves for being a complete moron. Games are not reality and there's nothing realistic about inventory systems. The moment I can interact with digital items in all the same ways I can real items, I'll accept that you finally have a reason to argue realism in relation to an inventory system. In the case of a realistic inventory system, you should only ever want to carry around items that are useful and should always have a way to carry the stuff you need. It should be obvious to the player which items are useful and which aren't worth carrying.

Generally speaking, realism can be very important to the story, characters, setting and anything related. However, when it comes to game mechanics, realism only matters as far as whether the mechanics are considered intuitive and convenient to the user. Beyond whether it's intuitive or not, realism really has no place in game mechanics and trying too hard to shoe horn it in will only hurt the experience.

I'm easily willing to suspend my disbelief when it comes to how I interact with a game, so long as the interface is pleasant. Everything else about a game is a more complicated matter and realism can either hurt or help depending on circumstances.
Can you answer this:

How is it possible than in two rundowns of the Prologue I end up at the beggining of act 1 with 250 in one case and 300 in the other for Inventory limit in Kilograms?
Moreso when I even have more items in the 300 case.
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einarabelc5: Can you answer this:

How is it possible than in two rundowns of the Prologue I end up at the beggining of act 1 with 250 in one case and 300 in the other for Inventory limit in Kilograms?
Moreso when I even have more items in the 300 case.
The items weigh different amounts and the items you get are random. You obviously grabbed heavier stuff the first time.
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LordZ: I'll just go ahead and say this. There's only really two inventory systems that should ever exist in a PC game because anything else is flat out retarded. I've played hundreds of games and I can't think of a single one that could be an exception to this rule.
As an avid fan of STALKER, I just thought I'd say this post is silly.
In a game like STALKER, weight based limited inventory is a huge plus and greatly affects how the game is played in a positive way.

Less so in an adventure RPG.
Post edited May 20, 2011 by BemaniAK
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BemaniAK: As an avid fan of STALKER, I just thought I'd say this post is silly.
In a game like STALKER, weight based limited inventory is a huge plus and greatly affects how the game is played in a positive way.

Less so in an adventure RPG.
I pretty much hated STALKER. I didn't even notice it having a weight based inventory system because I quit playing after I realized the guns are retarded. I've fired real guns before and playing STALKER is nothing like firing a real gun.

Trying too hard to shoe horn realism into an artificial environment just ends up being frustrating extra work and not at all fun. If you enjoy having a limited inventory and a crap ton of items that will force you to spend 100x more effort looting than killing the stuff that drops it, you should try playing Torchlight. Though, at least in Torchlight, you have a pet to sell the crap for you.

You can bet cash money that I use a chest mod in Torchlight to give myself a crazy amount of storage.