RUNE II: Decapitation Edition

RUNE II: Decapitation Edition

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Majere Nov 16, 2020 @ 9:03am
Inventory system needs work.
I'm increasingly feeling that the inventory system in Rune II doesn't work very well. I'm now into the Age of Frost, and my inventory is stuffed full of crafting materials, many of which are probably redundant, but if I store them in the Vault I can't go more than ten seconds without picking them up again. Trying to loot selectively is almost impossible with the mass of stuff lying around everywhere. Bones, stone, multiple types of ore, wood arrows which inevitably drop as soon as I salvage the current stack to get rid of the things, lizards, meat and mushrooms that all do the same thing. mead I never drink, bandages I don't need, etc.

At the very least, I think the crafting materials should go in their own separate bottomless bag rather than jamming up the main inventory. It's now reaching the point where I'm really not sure how to continue the game. I'm going to try storing some of the more obviously obsolete mats, like fire giant blood, but I have no idea if that'll work.

TBH, like the durability system I don't think the limited inventory does anything other than add an unnecessary layer of annoyance.
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Showing 1-11 of 11 comments
TonTonUB Nov 16, 2020 @ 12:03pm 
Hello,

You are right.

I also think that :
- Each tab of loot should be FULLY dedicated to one category of item (ie, delete the shared tab). In consequence, it will drastically increase the inventory size.
- The stash should be account wide, or add a shared stash (account bound)
- Make loot act as a zone effect (especially when looting wood parts, etc).
- In coop, make instanced loot
- Equiped items should be removed from inventory tabs (to avoid accidents ... )
- Make loot more visible (both items and colored rays / quality)

On a more general note, continue the good work. Because i really appreciate this game, who close the gap between diablo, borderlands and skyrim. As long as the dev team will keep the game alive and more polished after each patch, they can have my money for DLC !
The world is wide and open, dungeons are nice, both are build in 3 dimensions, instead of false liberty games where open world means 'disguised corridors'.
The perks system is a good basis, and only need a little more variety (more trees or whatever the dev team will decide : i think they already proved they were on something huge). Caster way maybe ? Anyhow, i'm really curious of how the game will grow and expand, through the success it deserves.
I only regret there's no 'underworld', but it's my own mantra, and the game is already excellent.

Good luck and best wishes to the dev team / the game (and us, the dedicated players).
Trouser_Dune_Worm Nov 16, 2020 @ 12:05pm 
Yes. I wish there was just some kind of auto sort by item type at minimum.
Last edited by Trouser_Dune_Worm; Nov 16, 2020 @ 12:10pm
RUNE_Mitch  [developer] Nov 16, 2020 @ 2:04pm 
Great feedback, I am passing it all along. Keep it coming.
Realtoltek Nov 16, 2020 @ 2:30pm 
True... inventory system is horrible.
Need an auto-sort button also
Limp Squirrel Nov 16, 2020 @ 4:16pm 
Originally posted by vᴓᶅȼᶏɳᴓqʯᶏǩɚ:
Need an auto-sort button also
I agree with this, alongside the idea of dedicated tabs. While the graying out of stuff that doesn't apply (e.g. only weapons being highlighted when clicking the weapons tab), they are still in completely random places in the grid.

Also, if possible, a direct compare overlay so we can see the stat differences between an inventory item and the equipped item. While the raw damage or defense upgrade is shown on the stat window, it's hard to tell what additional item stats you're losing/gaining.
Dark Nov 16, 2020 @ 7:22pm 
I second this, Been requesting some of these things too. Hope they can work it into the game. Would be really nice to see these added.
Dacian Rider Nov 16, 2020 @ 7:35pm 
Also, the AI needs improvement. Most of them feel like paper mache recycled mobs ; They need a bit of presentation and weight behind their encounters. Some good old fashion cutscenes would be nice ; like in the first game. A speech, some actual activities ( ex: sharpening their weapons, starting a fire, digging a grave, moving some boxes, etc. etc. ) beside fighting other NPCs at random. Not to spoil anything.. but my first encounter with a giant was completely uneventful. The guy just randomly appeared from behind a boulder and was staring at a low level thug that was charging at me, then soon after started swinging at me. Atm. the high point of my encounters with NPCs is " Loki is life " :shcscribe: Bosses just have a yellow bar over their heads... that's it. Also curious what happened to the day / night cycle.. I remember some of the earlier builds having it. Would have added to the atmosphere quite a bit... also would have made those torches a bit more useful.
Last edited by Dacian Rider; Nov 17, 2020 @ 5:00am
WaterCat Nov 16, 2020 @ 9:17pm 
Agree with the auto sort, and please add material stack number. Why 999? Why not 999999? Or just 99? Or just remove stack to unlimited, free up some headache.
Also, even tho there are many keys on keyboard, why choose click left and right to dismantle items. Its strange, and i had accidentally destroy my gear because of that. Why not bind salvaging key to, like maybe "X" key? with a warning before salvaging especially for the rarest item?
This game is good, and i respect this responsive dev. And they also brave enough to make this game available even tho this is coming from a previously ♥♥♥♥♥♥ dev. Good stuff.
TonTonUB Nov 17, 2020 @ 11:19am 
Hello,

here are a few mores suggestions :

- About loot system : make it instanced in coop mode.
- About crafting components : something like GW2 could work. Add a button in inventory 'send crafting material into bank' to avoid perma full inventory.
- Make sure loot is accessible (sometimes it flies in the air, sometimes it falls in water = unreachable)
- Make sure that when u load after a teleport, no mob can attack you until you can react (my character died a few times at spawn after a teleport, because there was mobs around the teleport node)
- Some mob can inflict perma-chain control (bear, Werewolf)
- Materials required seem pretty excessive, for the special ones (dragon scales, etc...). But it may be intended (farming incentive?)
Last edited by TonTonUB; Nov 17, 2020 @ 11:22am
TonTonUB Nov 18, 2020 @ 2:30am 
It's also not rare for my character to die with 10 to 30% of HP remaining.
It happens often versus huge creatures and / or in scenarios where HoT and DoT are involved.
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