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Six consumable slots idea

5 replies [Last post]
Thu, 03/24/2011 - 18:44
Cube
Legacy Username

i think i came up with a way to make inventory management easier. give the player six slots for dungeon consumables, but make slot 1 only for health and slot 2 only for cures. 3 - 6 for bombs.

this method would cut down on a lot of deaths caused by having to find where on your belt the health pots were and would be beneficial for people who play using a 360 pad especially because they could set health as LB and cure as RB and it is always there (other 4 slots to face buttons, weapon change to d-pad or clicking the stick in), and also for WASD users as they could bind slots 1 and 2 to Q and E. What d you think?

Thu, 03/24/2011 - 19:01
#1
Cromendi
You do know you could just

You do know you could just move them around to you liking right?

Thu, 03/24/2011 - 19:10
#2
Cube
Legacy Username
what about

mid-fight? consistency with healthpot location is a good thing. sure it's something you can get used to, but it's a little extra user-friendliness.

Thu, 03/24/2011 - 19:29
#3
SirNiko
Legacy Username
I gotta go with Cube. It'd be

I gotta go with Cube. It'd be great if I could always have my cures bound to the same key no matter where they are.

Thu, 03/24/2011 - 20:14
#4
Franpa
Legacy Username
Yeah Cube makes a good point

Yeah Cube makes a good point ^_^ also means you don't have to waste stuff to free up a slot to even pick up health potions in the first place!

Thu, 03/24/2011 - 20:44
#5
Cromendi
The problem here is that

The problem here is that there's more than 6 types of pick ups..... some people actually prefer to not get remedy pills and get something else, still need tweaks but maybe useful if it's optional.

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