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Inventory

1,281 bytes removed, 14:13, 8 September 2010
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==Inventory EvolutionFeatures==
[[File:Inv-aug-2010.jpg|thumb|250px|Inventory semi-final. , August 2010. The large space on the left is open since an unnamed interface element was removed in that build.]]The inventory continues to change layout has evolved steadily during Diablo 3's development, with the general layout varying slightly, and each time Diablo 3 is playable we see the individual features changing a lot of changes to . See the system. The most recent full comparison image further down this page for a side by side look was at Blizzcon 2009, in August, and there were many new features since the last information Blizzard released, in April 2009evolution.
The screenshot to current, near-final[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] version of the right shows the most recent versionInventory is simpler in design, and it's very different has much more room for items than previous designsmost of the earlier versions did. Gone is The D3 Team played around with the multiple tab system from April 2009different options quite a bit, where one inventory held large experimenting with packs to increase the number of slots, tabs to hold different items (quest items on single slot spaces, and another held small items. As of August 2009, there is just runes had their own tabs at one large inventory gridpoint), and many changes to the size [[paper doll]] portion of which is largely determined by how big a pack players possess. (The pack goes in the lower left side slot on the paperdolldisplay.)
The largest possible grid was what players enjoyed at Blizzcon, an 8x5 rectangle. 27 location of these spaces were from the [[Adventurer's PackTalisman]] equipped has changed in every build as well. In the paperdollcurrent, August 2010 version, and it's assumed that this will be displayed on the left side of the window, beside the paper doll. This is an improvement in design over earlier versions, where the Talisman was only seen as a far larger pack than tiny icon, which had to be clicked to open a level 12 character would normally expect to possessnew window, in which it displayed at full size.
Items The way items display in this build came in 2 sizesthe inventory has changed over time as well. Large The earliest revealed version of the Inventory had items were that all types took up one space each, with the number of spaces determined by the size of armor the [[Adventurer's Pack]] the character had equipped. In the current, semi-final version, all clothing and weaponstake up two spaces, and standing taller than they required 1x2 spaces. (Wands and helms as well as polearms and plate mailare wide.) Small Smaller items were everything else; jewels, potions, such as [[scrolls]], runes[[runestones]], etc. These all required a 1x1 and [[gems]], take up just one space, and like most such items stacked up. These large and small items had to be fitted into the same grid, Tetris stylestack.
There was a second inventory tab that held Quest items, which were essentially BoP (Bind on Pickup) since you couldn’t drop them; they were automatically added to or removed from the quest item inventory when your character completed quest events. This inventory seemed to be a default size, and not affected by the pack a character equipped.
===How Fast to FillUp?===
It’s hard to say how adequate This has varied with the different designs of the inventory window. The current design has the largest inventory space was at Blizzconyet, since there was no town to return to, no stash in which to save stuff, and no NPC merchants to buy/sell items with. Most players picked up almost everything they found (since new players were curious about the space for several dozen items and didn’t know what was good), which resulted in a full inventory fairly soonplus numerous smaller objects. More experienced players were a little more selective in their item gatheringThis huge space, but even only picking up rares resulted in an inventory that filled up every 15along with the newly-20 minutes. When that happened revealed [[Salvage Cube]] makes it seem like players would stop, ID everything, and simply drop anything that wasn't an immediate equipment upgrade, since there was no way will very seldom need to stash items and no NPCs to sell the extras return totown just because their inventory is full.
New characters in This is intentionally, as the Blizzcon build started off at level 12developers of Diablo 3 have included numerous features to make regular town returns unnecessary. Salvaging, with a variety of fairly good items [[Artisans]] who work onprojects while the character is not in town, so not everything was an improvement. The general impression the [[Scroll of players was that the drops were turned upWealth]], in quality and quantity for the demoremoval of [[Town Portals]], since Blizzard wanted new players to have fun and find a lot of cool stuffmore. As a result there was no way to compare the demo item gain speed to what Once you enter the real game will be like. Even though there was no way to sell items, every item includes its sale price, dungeons in goldDiablo III, in the hover description. Perhaps the process will be made totally convenient, and players will be able you are intended to sell things anywhere, at any stay there for some time, with a simple click of the button? Realism be damned.
The basic inventory and paper doll design seem fairly set, though the details continue to change.
The [[paper doll]] is on top, with [[shoulders ]], [[pants]], and pants [[bracers]] added to the item slots we saw in Diablo II. The [[Talisman]] is seen below the paper doll on the right, while an empty space on the lower left must be reserved for some future feature.
Below the paper doll is the inventory grid, which has repeatedly changed in form and function. One feature returning from Diablo II is the [[gold]] counter, with the amount of coin a character is carrying shown numerically, and no inventory space required to hold the money.
One thing the designers have stressed is their desire to fit in a lot of inventory storage, while keeping the items large enough for players to appreciate the graphics. The inventory tab system added in April 2009 was inspired by They've tried a lot of different ways to do this goal, and the tab for large including a feature that caused items allows them to fill boxes big enough for their details to remain visible. Small items look okay in smaller boxes. This changed again for the [[GamesCom 2009 demo]]enlarge when hovered over, and multiple inventory tabs so the system is now more similar to the old "tetris" grid, where some items take up two slots, in each tab could be larger and others take up onemore visible.
There are no [[charm]]s in Diablo III, and as far as is known, no other items that force a trade-off between storage space and bonus stats.
::'''Mike: '''Oh yeah, very much so.
The system changed yet again in the [[GamesCom 2009 demo]], where the bag has reverted slightly to the Diablo II style, having one slot items for small things and two for larger, but also a separate tab for quest items, to keep them separated from the regular inventory.
==Gallery==
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