Making going back to Sacrament Fair

I actually like the idea of the Tiredness Bar and would happily trade equipment durability for it.

But infinite inventory? God no! That sounds like a nightmare. It’s the exact opposite of what I want to see in the game.

A limited inventory forces you to sort through a small batch of items regularly, which keeps things manageable. If you remove that limit, eventually having to sort through a huge pile of loot becomes depressing, or even discouraging. I can easily see this leading to extreme behaviors: either infinite hoarding where players never discard anything, or people completely checking out of the loot system and just blind-selling everything.

And frankly, regarding immersion: carrying 35 pieces of armor on your back is already pushing the boundaries of realism, but an infinite amount? That completely kills the feeling of being in a grounded game world. It’s just too absurd.

No, I think the way to fix the inventory issue isn’t more capacity. It’s having fewer things to store. We need tools to manage our inventory directly in the field, so we don’t have to haul everything back to town:

  • we need more Essence Embers to extract the enchantments we want right on the spot, without having to store an item to reapply it. This would tie in perfectly with my suggestion: Revamping Enchantments to reduce hoarding (Codex/Scribe Table system)

  • we need a way to scrap mediocre items anywhere to turn them directly into stackable materials, maybe with the introduction of a new tool.

  • we could even have the ability to send a companion to town to sell a bundle of items for us, similar to how Torchlight handles it.

This would allow us to simply sort through our bags every now and then without interrupting the adventure.

The solution to the inventory problem isn’t to STORE MORE, but to give us the means to STORE LESS!