Drax
Arcane
Fuck you I like larping a hobo.
It's too much of a pain in the ass in games with a large amount of loot. I don't want to sift through 30 pieces of loot every 10 minutes to find the ones with good value to weight ratio. Looting everything is even more of a pain obviously, but why is it a pain in the ass at all? Why should I need to deal with micromanaging inventory in a turn based game where it costs me nothing in game to stare at item stats until I've achieved the most efficient result? Trash shouldn't be dropping in the first place. If you're going to tell me I have the option of looting some leather boots but they are of no value, why not let me loot the underwear too? Or skin the corpse? Collect every rock and pebble in my path? Trash doesn't warrant a decision.I've never understood the hoarding psychos who could just leave a brick on the "loot all" button. Is it too much decision making to just grab the valuable stuff and leave the trash? If you complain about multiple trips to town... well don't fuckin' do them. Look at your average loot pile, 90% of its value is in that magic item and a pile of jewelry you can easily carry anyway.
Reasonable weight / space limits are a good thing, as well as vendors who refuse to buy trash.
Yeah, back then games had limited inventory due to the technological limitations. That and being isometric.Gothic all the way. Limiting stuff the player can lug around may have been sensible when games were a few megabytes in size, if that.
Now it's usually a nuisance that belongs in Early Access survival trash and not in a good RPG.
In pen & paper games, people tend to ignore or at least greatly simplify encumbrance, limiting the amount of items carried in characters' inventories only to the extent that the amount or weight of items is obviously ridiculous. The reason for this is that repeatedly recalculating encumbrance is a sufficient irritation so as to outweigh the gains, to say nothing of trying to make encumbrance more than a binary outcome where remaining below a limit has no repercussions and anything above a limit is disallowed. Computers make inventory limitations far easier to implement as the computer does the calculations for the player and maintains graphical illustrations for the player, whether this consists of tallying up the weight of items held by each character or limiting each character's inventory to a certain amount of slots or both simultaneously. Furthermore, it's far easier to implement gradual/stepped effects from encumbrance in a computer game, whether that means slower real-time movement as in Dungeon Master or a smaller number of squares moved per turn when in combat as in Pool of Radiance.I hate inventory limits with a passion in games that aren't survival games or mission based. It is a just for a bit of pen and paper feel that is lugged around uselessly.
99% of the the time they are completely against the core experience of the game and have no meaningful choice.
Weight Limit systems are good enough for me, fuck grid inventory minigame.
I've never understood the hoarding psychos who could just leave a brick on the "loot all" button. Is it too much decision making to just grab the valuable stuff and leave the trash? If you complain about multiple trips to town... well don't fuckin' do them. Look at your average loot pile, 90% of its value is in that magic item and a pile of jewelry you can easily carry anyway.
Reasonable weight / space limits are a good thing, as well as vendors who refuse to buy trash.
Item tetris is LOVE, item tetris is LIFE.
It is objectively the best system out there because it never devolves in utter hording shit that make everything meaningless.
Wut, Dungeon Siege is hardly a good game, but it even did the fucking inventory tetris on its own man.Perfect example is the Dungeon Siege games
As you clearly see, grid inventory can be AWESOME. (In unpatched version.)
Also I like inventory in all complex UFO games.
Sadly, I cannot see how grid inventory can be awesome - as in, I literally cannot see it.
To compensate for that garret wear tapping shoes so even a light step on a hard surface alerts everyone in the vicinity.Hi, I'm Eirinjas, and I like to hoard things. *hangs head in shame that I've brought on family*
I remember playing Diablo back in the day and having to leave piles of gold in town on the ground, because it took up too much inventory space - wretchedly tedious realism(?).
In Thief you can rob an entire town of it's gold coins, fine china and silverware and still prance about unencumbered without making a clattering racket - unrealistic, but my sense of fun and immersion were never harmed by it. Actually, I'm convinced Garret stole Santa's magic Christmas bag.
Have you tried to left click on the image and try to find a grid? The right one is you big box for storing weapons. Big grid is on your back for large weapons and heavy ammo. Smaller grids are for hand guns SMGs and ammo. Before they simplified stuff. Ammo could be grouped by actual size of magazine. Thus pistol magazine could have 3 magazines per square, large shotgun magazine required one whole square (which had brutal gameplay implications).
As you clearly see, grid inventory can be AWESOME. (In unpatched version.)
Also I like inventory in all complex UFO games.
Sadly, I cannot see how grid inventory can be awesome - as in, I literally cannot see it.