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Items/Archive

2,769 bytes added, 02:23, 22 January 2011
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For a list of items, check out the [[Known Items Listing]].
 
==Item Retrieval and Storage==
 
[[File:Inv-aug-2010.jpg|thumb|250px|Inventory semi-final, August 2010.]]
Finding items is nothing if you don't have anywhere to put them, and after numerous redesigns during a lengthy evolution, the near-final[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/] Diablo III [[inventory]] and [[paper doll]] are seen to the right. This image is from August 2010, and the large open space is where the [[Talisman]] is displayed. It wasn't shown in August, but was in October 2010 at Blizzcon, where the inventory remained the same.
 
The current inventory design is a 10x6 grid, with all items taking either 1x1 or 1x2 spaces. Most like items (scrolls, gems, potions) stack up to 10, for greater space savings. This is a much larger inventory than Diablo II offered. It's impossible to compare directly between the games, since D2 items that were 2x1, 2x2, 2x3, and 2x4 are all 1x2 in D3. That said, a typical Diablo II inventory might have held 5 large items (spears, bows, body armor, etc) and six 1x1 objects. The Diablo III inventory can hold those items and still have 44 open spaces, capable of holding, for instance, 20 more large items, plus 4 small ones.
 
In addition to the huge inventory, Diablo III characters will enjoy a huge [[stash]] (dimensions and visuals have not yet been revealed), plus a [[shared stash]], which all of the characters on an account have access to. This will make it easy to pass items between your characters, either for use or to [[mule]] them.
 
Picking up items is much the same in Diablo III, with one great improvement. [[Gold]] is now picked up automatically; characters need just walk near a stack to grab it. Items are not picked up automatically, since the developers think that choosing what you want to grab is an integral part of the game.[http://diablo.incgamers.com/blog/comments/why-not-a-pick-everything-up-button-in-d3/]
 
One improvement there is the private drops; each character in a multiplayer game only sees the items drop that they can pick up. No other players sees "your" items, and you do not see theirs, so there will be no more "ninja-looting," where quick players dart in and grab everything before you get a chance.
 
As a result of that feature, players will actually see a lot fewer items drop in multiplayer games, so there will be less overall ground clutter. You won't see 1/4 the items in a 4-player game, since almost all players will still see an item drop from every boss, but you will see fewer items from regular monsters. This isn't necessarily a bad thing in terms of useful items, since those mostly come from bosses and chests. It just means we'll see less junk, with fewer cracked sashes and many, many fewer [[potions]] dropping.