HITMAN™

HITMAN™

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MC24hc Aug 6, 2017 @ 7:27pm
Inventory and item choosing
Currently if you have to switch weapon, you first have to press ''i'' to open the inventory and rotate between different ones, then click to choose one.

Do you prefer this current system or a ''quick'' one?

such as:
mouse wheel/hoykeys rotating between ''next'' and ''previous'' items/
hoykeys giving access to a few items you assigned to

Sometimes i feel like going to the inventory breaks a little immersion as it takes me away from the moment/action :(
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Showing 1-4 of 4 comments
Tim Timsen Aug 6, 2017 @ 11:53pm 
Originally posted by Michael Cheng-Rigid Designator:
such as:
mouse wheel/hoykeys rotating between ''next'' and ''previous'' items/
hoykeys giving access to a few items you assigned to
So you "accidentally" equip a pistol and everyone panics or shoots at you.
ColdWolf Aug 7, 2017 @ 8:17am 
The biggest problem with 'immersion' is how much it interferes with highly functional game mechanics at times. It needs to go hand-in-hand with systems, not mutually exclude them.

The most immersive inventory you'll ever see was the one in Alone in the Dark 2006, and people incessantly complained that they couldn't see enemies while rifling through their jacket pockets, that the interface was unintuitive, the limitations were too steep and so on. It WAS immersive, but that immersion came at the cost of fluidity and intuitive inventory management. It fit a survival horror game nicely but any game involving fast-paced action would suffer from the slow nature.

A fully immersive inventory (something I've designed and redesigned over the last decade, both on paper and in various game engines because immersive inventory systems are a passion of mine) is often quite frankly frustrating in terms of gameplay and controls, technically poor from a design standpoint and usually an overall negative to game flow. Much like all the poorly implemented hunger/thirst/fatigue systems in so many survival games, they have to fit the game they're a part of and be a central mechanic to be anyway successful.

Hitman's inventory is a solid, intuitive and flexible way of dealing with the problem of item hoarding in a fluid and easy to access manner. I'd love to see the AitD system prototyped further by passionate developers like IOI, and think it COULD fit Hitman perfectly well, but as previously mentioned the game flow could very well suffer from including it, and Hitman is ALL about flow.
Yeah I think the game could do with atleast some key binded items, It'd be nice if I could just whip out my fiberwire I typically have with 2 and coins with 3 and whatever pistol I started with with 4, 1 could equip whatever item is on my back, I think a quick select like a mouse wheel may prove fickle in missions where you end up getting a lot of items but not impossible by any means.


Originally posted by Tim Timsen:
Originally posted by Michael Cheng-Rigid Designator:
such as:
mouse wheel/hoykeys rotating between ''next'' and ''previous'' items/
hoykeys giving access to a few items you assigned to
So you "accidentally" equip a pistol and everyone panics or shoots at you.

You got two states, Concealed and carrying if you're concealed and switch with the mousewheel or keybind you switch to that item still concealed so no one panics, If you are carrying you will switch to the item in the open since you probably don't care if people see by that point.
N0X Aug 8, 2017 @ 8:32pm 
I wish the game had number keys for items. The I key inventory that pauses the game is just clunky and annoying.
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Date Posted: Aug 6, 2017 @ 7:27pm
Posts: 4