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[–] 40 points 3 months ago (3 children)

Then going to the first vendor in town and forcing them to buy all your crap even though they clearly have no use for it.

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  • [–] 45 points 3 months ago (1 child)

    I'm not putting a gun to their head. If they are willing to buy this loaf of bread I found in a dungeon that hasn't been opened in 1000 years, that's on them.

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  • [–] 19 points 3 months ago

    I loved that about Recettear, could sell food I found in a dungeon for god knows how long, and even for huge prices if things were marked up! Bad grain harvest this year? But some century old bread for like 200!!

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  • [–] 21 points 3 months ago (3 children)

    You are too encumbered to run

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  • [–] 13 points 3 months ago (4 children)

    Yup, that's me. Hamster extraordinaire. I always hoard everything that isn't bolted down, carry around 150 medpacks and I usually go for some kind of health regenerating capabilities which I prefer to use before I use medpacks so now I have 250 medpacks just in case for the boss. Then I finish the game with 245 medpacks left coz boss wasn't really that hard and my regenerating health perk did most of the heavy lifting anyway XD

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  • [–] 3 points 3 months ago (3 children)

    Maybe that's an early manifestation of hoarding disorder?

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  • [–] 9 points 3 months ago (1 child)

    I bet there’s a much larger percentage of gamers who do this, compared to irl hoarders.

    I think it has to do with the fact in the game you don’t know what’s coming next. But irl you know you can get more shit at the store next week, so you can throw out this week’s trash and you’ll have more soon.

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  • [–] 1 point 3 months ago

    Though in fairness, boxes and drawers of many things have indeed provided a lot of value through years. I also do lets say yearly cleanups where I comb through things, throw away what hasn't been used to for a while or what doesn't have a purpose anymore so it's not just endless hoarding. I don't just hoard clutter and junk.

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  • [–] 10 points 3 months ago (2 children)

    Any game like this that doesn't have a value/weight display somehow is not designed well. It's the single most important stat for most of them. Somehow Bethesda games still don't ship with it and it needs to be added with mods.

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  • [–] 5 points 3 months ago (1 child)

    Arc Raiders doesn’t because it built the value of items around needs other than direct selling. It’s a nice way to get you to think about direct utility rather than monetary use. Honestly, in most good RPGs large sums of money are not all that useful.

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  • [–] 2 points 3 months ago

    Yeah, I agree, their system is better. Money/value is still important though. FO4 also tried to do this, but it's too easy to just buy (or farm) whatever you need at any moment.

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  • [–] 10 points 3 months ago (13 children)

    Every time I play Skyrim:

    "You are carrying too much to be able to run"

    Inventory:

    • ...
    • 30 "Solution of Strength" potions

    Me: But I might need those later.

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  • [–] 14 points 3 months ago (11 children)

    I just cheat to make my carry weight huge when I play skryim or fallout. I am not going to be wasting time fucking around with an inventory limit. It's stupid.

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  • [–] 7 points 3 months ago (10 children)

    It's stupid

    One might argue it's immersion

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  • [–] 6 points 3 months ago (9 children)

    Being able to carry around 15 swords and 3 suits of armor is already breaking immersion. Drawing the line at 300lbs or whatever it is by default with no account for the bulk of the items you're carrying is just weird. Either be realistic about carrying things or don't.

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  • [–] 3 points 3 months ago (7 children)

    A game is defined by its restrictions, otherwise it's not a game. It doesn't need to be realistic, it just needs to have something where at some point you must make a strategic choice.

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  • [–] 2 points 3 months ago (6 children)

    The strategic choices should be about making the game fun and interesting. Not more tedious. All the carry weight limit is doing is making it take more trips to clear a dungeon, it doesn't add challenge to the game, it's just boring.

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  • [–] 1 point 3 months ago (5 children)

    You can argue, that the decision of "what are you taking with you", is equally a design element to consider. I like games, where there is real reason behind taking this or that loot. But I enjoyed gothic remakes endless inventory too.

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  • [–] 2 points 3 months ago (4 children)

    I didn't deny that it was a design element. Having to select certain pieces of gear or buffs or whatever for your build is interesting. There are games that do that well. But the way it's implemented in Skyrim and Fallout doesn't make sense. You can still carry enough potions to just chug your way through the boss fights and all the magic items you could want for various situations. All it's doing is making it take longer to move the shit you're going to sell around. Just not being able to haul everything out at once adds nothing interesting to the game. It's easily mitigated but there's no strategy to just stuffing everything into a severed limb on the way out and running back and forth to town to dispose of everything. It's just wasting the player's time.

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  • [–] 1 point 3 months ago (3 children)

    As you run by items, should they just automatically get picked up and sold? Or just enter 1 giant spreadsheet so you can use or access the value of anything you've been near? Should you even be able to pick up a plate or should only core items be actual items like old school games? I'd argue the player is deciding what is and is not worth their real life time, else again, it's not a game, it's a spreadsheet. Granted, there's a fine line to walk here between what is a game, what strategic decisions there should be, and how tedious should things be. It's more complex than what you're considering, and it's a very slippery slope that ends in spreadsheets, math, automation, and whether or not anything is worth playing at all, or is the story the only important part and the rest is just wasting time... So perhaps no games, just books.

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  • [–] 1 point 3 months ago (2 children)

    As you run by items, should they just automatically get picked up and sold? Or just enter 1 giant spreadsheet so you can use or access the value of anything you’ve been near?

    Of course not, picking stuff up gives you a dopamine hit, which is the entire point of playing video games in the first place. If everything happened automatically then you're right, it would be pointless. People also want to keep/sell different things.

    Should you even be able to pick up a plate or should only core items be actual items like old school games?

    Yes, Some people like setting up the random stuff in their house for aesthetic purposes or to screw around with the game physics.

    Not having a carry limit is not the same thing as having automation. Inventory management is not part of the fun. Imagine watching a game dev presenting their new game and they highlight the carry limit as an exciting part of the challenge. It's asinine if you're going to have a game where hoarding shit and needing a ton of materials for crafting is a major part of it. Limit what gear you can access at once if you're concerned about having too much available to the player messing up the challenge but the miscellaneous shit? why?

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  • [–] 1 point 3 months ago (1 child)

    It makes more sense if your character also has a lifetime time limit or cannot return to an area visited, else if you can, you're right, no point in gating it as a time sink.

    Games need very thoughtful trade-off and strategy management. Diablo for instance had a very beloved or maligned inventory mechanic playing tetris, which was set aside for the same reasons you talk about.

    It matters a lot more if you cannot just whip out 80 potions and swap to optimize gear mid battle... If you had to make opportunity cost choices in games it would matter.

    Great games balance all this, and you get more casual games the fewer choices and consequences there are, until they technically aren't games anymore and just become number go up simulators.

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  • [–] 1 point 3 months ago

    It matters a lot more if you cannot just whip out 80 potions and swap to optimize gear mid battle… If you had to make opportunity cost choices in games it would matter.

    Which you can in Fallout and Skyrim. So we're in agreement. Having these restrictions in those games is stupid.

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  • [–] 7 points 3 months ago (2 children)

    Im at a point in my life where I know I will not use consumables, so I just sell them to get permanent upgrades and cosmetics instead

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  • [–] 4 points 3 months ago (1 child)

    But they may be useful sometime

    No, being surrounded by these overleveled enemies does not call for using this health potion

    Nope, this boss is hard but I still have 113 carrots to eat

    It's the final boss already? Huh, better save all my 692 health vials for the later stages of this fight

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  • [–] 6 points 3 months ago*

    I swear I spend more time doing inventory management in fallout than anything else in the game

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  • [–] 6 points 3 months ago* (2 children)

    Modded minecraft feels exactly like that

    "Wait!! A strange flower"

    "Ooh this fruit seems useful"

    "A new wood, i should take the sapling"

    "An enchanted book? Well you never know when it may be useful"

    "A rainbow gem, it could unlock some powerful gear"

    And then you barelly have any space left

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  • [–] 4 points 3 months ago (1 child)

    GTNH suffers from this a lot, especially at the beginning 😅

    Thousands of items, you always need to carry around at least 5 different tools because you constantly use them.

    Even going mining fills up your inventory with so many types of the same ore (raw copper ore, crushed copper, impure copper dust, copper dust, ... ), not to mention if you decide to go loot a dungeon.

    Also you unlock AE2 200h into the game, so good luck with your chests until then!

    It's a fun modpack though, I still reccommend to try the 2.9 beta and laugh at the ridiculous crafting trees and how painful everything feels (try to craft a door, good luck!)

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  • [–] 6 points 3 months ago

    modifies the game files to increase carry weight and continues taking everything

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  • [–] 4 points 3 months ago

    Those who say “socioeconomics is the dark truth of the marshmallow test” labor under blissful misapprehension of this fact…

    A reality darker even still…

    *opens player inventory, releasing avalanche of 65,535 marshmallows*

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  • [–] 4 points 3 months ago

    Btw, is there still no RPG that ties monetary worth to the probability of being robbed/atttacked at random?

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  • [–] 4 points 3 months ago (1 child)

    Play Gothic. No inventory limit.

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  • [–] 4 points 3 months ago (1 child)
  • If they don't want be to steal everything, why would they make thieving a part of the game?

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  • [–] 6 points 3 months ago*

    I treat consumables as though they are power ups. I don't let myself keep more than 10 of them at a time UNLESS there is a specific point at which I'm scheduled to use all of them at once. Such as, if there is a particular boss battle where I am planning to go all out and curbstomp the enemy with extreme prejudice out of sheer spite.

    Some particular foes I've encountered in the Trails of Cold Steel series really piss me off and I feel a distinct sense of pride when I don't even give those fuckers a TURN, leaning hard on time-elemental spells to grant my allies extra turns, and interrupt combo crafts too. Even though I was "scripted" to lose, I wanted to show them how fast shit gets real and they need to stop fucking around. If not for any other reason, i like to save time on a fight that doesn't deserve to be drawn out - WITHOUT surrendering.

    Those arrogant shitbags talk a big game but I slapped that underestimating charade right off their smug goddamn faces before they get a chance to BLINK. I like to really get into playing the roles in my role playing games, you see, and narratively i like to think it's my party making the antagonists regret toying with us. They will remember that the only reason they survived was because they were holding back. And the next time ... NOTHING WILL HELP THEM. 😈

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  • [–] 3 points 3 months ago (3 children)

    Try playing a traditional Roguelike such as Shattered Pixel Dungeon. Don’t use your consumables and you’ll just die!

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  • [–] 3 points 3 months ago

    Struggling through Fallout Tactics right now and having to use the lockers they provide in each bunker, then moving all my ammo/healing/weapons to the next bunker. I CAN'T CARRY EVERYTHING DAMNIT!

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  • [–] 3 points 3 months ago*

    Oh, and the weird thingsda? Might figure it out later or be related to a quest (i don't have to run back here). Better take it.
    You just broke the main quest chain.

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  • [–] 3 points 3 months ago (2 children)

    I hate games with a lot of collectibles and hidden Easter egg stuff, since I'm a completionist and a hoarder, I waste so much time digging through things that lose track of the main missions and story and then the game becomes a drag

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  • [–] 2 points 3 months ago

    I tried a game called Crystal Project that was fun until I realized I hadn't left the tutorial area after an hour due to feeling the need to complete all the parkour puzzles. It turned out some were to be solved later, but this isn't obvious without spending time determining if it was a particularly hard jump, an impossible jump, or the wrong route altogether.

    Lovely game but no. It'll drive me mad. I now understand why games often present challenges sequentially and make it obvious when a challenge cannot be completed until a later time.

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  • [–] 3 points 3 months ago

    Funnily enough I am solo-devving game based on Tarot. It takes place in the non-corporeal world beyond life, so there's no inventory space issues. I guess unless you hit the 9,223,372,036,854,775,807 limit.

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  • [–] 3 points 3 months ago (8 children)

    This is the main thing that drives me away from the majority of isometric action rpgs, like Diablo 2. Insanely too limited inventory space. Also one of the reasons Torchlight 2 is still my go-to even after all these years.

    Like seriously, for a game that sends a veritable flood of interesting loot your way, wtf is this D2?

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  • [–] 2 points 3 months ago (1 child)

    That's what Town Portal is for.

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  • [–] 1 point 3 months ago

    Using the town portal every 15 minutes isn't fun. As I said, Torchlight 2 did it significantly better. Slot-based inventory so you don't have to do the stupid tetris stuff. More space. A pet with their whole own inventory. Then when you're full, just offload the junk to your pet and press a button to have them sell it all in town.

    I can't go back to games like D2 after experiencing that.

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  • [–] 2 points 3 months ago (5 children)

    Oh, and in Bethesda games, you can bet I am using console commands to give myself 10,000 carry weight. Waste my level ups on encumbrance perks my ass.

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  • [–] 4 points 3 months ago (4 children)

    And then each time you load from a save, your character is crushed

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  • [–] 1 point 3 months ago (3 children)
  • [–] 1 point 3 months ago (2 children)

    wait really? It's been a while since I played, but I thought you had to enable the encumbrance cheat each time

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  • [–] 2 points 3 months ago (1 child)

    Well now I'm not sure. But it's something I've done in both Skyrim and Fallout New Vegas, and I'm pretty sure when I load the save files, my adjusted carry weight is still there.

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  • [–] 2 points 3 months ago* (1 child)

    Ever play the legend of dragoon? Real gamers know the pain of that inventory.

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  • [–] 2 points 3 months ago

    Hoarding forever

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  • [–] 2 points 3 months ago

    Skyrim. 😓

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  • [–] 2 points 3 months ago

    Laughs in player.setav carryweight 5000

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  • [–] 2 points 3 months ago (3 children)

    I'm playing Tunic now, and literally have no idea what the consumables even do, so I'm just holding onto them.

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  • [–] 2 points 3 months ago* (2 children)

    Is one of the consumables a little bomb or TNT thing. I remember that being useful. Use that to blow up enemies.

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  • [–] 2 points 3 months ago

    keep every high level consumable until end game, spam the final boss with a storm of fury never seen before

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  • [–] 1 point 3 months ago

    stop at vendor

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  • [–] 1 point 3 months ago

    Sort by value? unique items, invaluable Nooo

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  • [–] 1 point 3 months ago

    Some artist in the 16th century: "Let's put some interresting artwork on these cards."

    Some people in the 20th century: "It's for diviniation, right?"

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