Timeline for Does an inventory limit in an MMORPG make sense?
Current License: CC BY-SA 3.0
19 events
| when toggle format | what | by | license | comment | |
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| Aug 26, 2023 at 16:00 | comment | converted from answer | Mark Day | Social mmo which acquire lots of assets. E.g. second life can have massive inventories. 200 to 300K items | |
| Feb 26, 2020 at 11:23 | comment | added | htmlcoderexe | An MMORPG I used to frequent had an issue of there being too many situation specific items - despite having 2 different (up-to) 80 slot "banks" plus an up-to 64 slot inventory, it would fill up with things like all kinds of time-gated tokens (to prevent people from spamming a dungeon it would require one of these to run, and you'd only get one once a day), all kinds of dungeon-specific currencies, rare, but hard to sell crafting ingredients, and a bunch of other "only useful if you have 100+ of it" hoarding type things. A lot come in tradeable and nontradeable form - that's 2 separate stacks. | |
| Mar 9, 2019 at 11:06 | answer | added | Ext3h | timeline score: 1 | |
| Oct 19, 2012 at 18:59 | answer | added | Oskar Duveborn | timeline score: 2 | |
| Oct 19, 2012 at 18:45 | answer | added | jumpnett | timeline score: 2 | |
| Oct 16, 2012 at 7:19 | history | edited | Philipp | CC BY-SA 3.0 |
added 31 characters in body
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| Oct 16, 2012 at 7:11 | vote | accept | Philipp | ||
| Oct 16, 2012 at 7:09 | history | edited | Philipp | CC BY-SA 3.0 |
added 444 characters in body
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| Oct 16, 2012 at 6:06 | history | tweeted | twitter.com/#!/StackGameDev/status/258086472614281216 | ||
| Oct 16, 2012 at 2:26 | answer | added | naught101 | timeline score: 5 | |
| Oct 16, 2012 at 2:01 | comment | added | Felix Dombek | I must say … Stalker has an inventory limit of 60 kg (200 with Exoskeleton) and I find it only playable with a trainer that disables this limitation. I may not be a classical "gamer", but this is my favourite game and I only like to play it with a full inventory. | |
| Oct 15, 2012 at 22:30 | answer | added | Blixt | timeline score: 10 | |
| Oct 15, 2012 at 16:34 | comment | added | tomsseisums | This question looks more like community wiki. | |
| Oct 15, 2012 at 16:22 | answer | added | Mitchell | timeline score: 10 | |
| Oct 15, 2012 at 15:56 | answer | added | Markus von Broady | timeline score: 18 | |
| Oct 15, 2012 at 15:50 | comment | added | Raven Dreamer | The simplest answer has nothing to do with gameplay, and everything to do with tracking. Simply put, the more potential items one player can have at once, the higher the memory requirement for that player. It's likely not a huge deal, but it's there. | |
| Oct 15, 2012 at 15:47 | answer | added | Kylotan | timeline score: 35 | |
| Oct 15, 2012 at 15:45 | review | First posts | |||
| Oct 16, 2012 at 13:37 | |||||
| Oct 15, 2012 at 15:44 | history | asked | Philipp | CC BY-SA 3.0 |