Making going back to Sacrament Fair

Agree.

To involve the player more in the game mechanics present in the city such as the house, upgrading the gear etc.

Ideally To do all the things that materials are needed for,

Agree, I do it a lot because I’m interested in making different builds, but the experience is terrible.

But this is a separate problem, I talked about it here: The Crafting Materials are an Unintuitive Mess .

This is your preference I like to change builds.

But it’s true that the game doesn’t encourage making multiple builds (quite the opposite it discourages them).

But this is also a separate issue, I talked about it here: The RNG Problem, Enchantment System & Gem System “TOGETHER” (Update).

You ignore it, it’s your choice, my system doesn’t force you to go back to the city.

It’s meant to encourage, not to force.

Sure they should test it, but My system has strengths that the previous system doesn’t have, and Just removing the system has downsides that my system doesn’t have.

If you want to come back more often you can, my system offers freedom and doesn’t force us to stay as long as possible.

I agree, I remind you that there is already a sorting button for Resources.

As for weapons and armor, I think it would be nice to have a “tag” system so that as you collect them you can tag them, like with “sell”, “store”, “favorites”, so you can just click a button when you get to the store and sell all the ones you’ve marked with “sell”.

You always need to have to have space in the chests, or you don’t have to die, I thought about it but if we have to give the player freedom then we also have to give them the possibility to be idiots.

This is already happening now, I’ve seen some gameplay from other people and there are people who do it like this.

I don’t think this is a problem the fact that it’s not realistic is realism should never ruin the gameplay.

This is also true and I talk about it here: The Crafting Materials are an Unintuitive Mess .

I know, but I think that the devs are incapable of properly balancing such a system, and they have demonstrated it several times, each new addition makes the system worse, because new items are introduced without a real purpose, it is better if they focus on doing the things they are good at doing, the inventory can be infinite, because no one cares about inventory management.

I already answered you on this point:

Doing this was almost useless before, since the inventory fills shortly afterward, so you had to return to Sacrament anyway.

I agree and I already answered you on this point:

If you are referring to the fact that the punishment is no more serious than before, I know, I was compering to the “simple solution” which involves removing the system altogether.

It’s ok, when the conversation becomes very long it’s difficult to keep everything in mind.

I understand it’s simple and effective xD, the problem is that I don’t like the new problems it creates.

Totally agree.

I agree that this is something they do with everything, even with the enchantment system. Instead of solving the problem, they added embers. Each time, instead of solving the problem, they create an inconvenient “solution” in the game.

I understand, in fact I’ve also thought of similar solutions but I don’t think the devs are capable of balancing something like this.

I know I’ve already talked about it here: The Crafting Materials are an Unintuitive Mess .

Dismantling is cool I have nothing against it, but it can also exist with infinite inventory.

True, That’s why I hate durability-based enchantments.

RNG, I don’t like.

It is better to avoid other mechanics that make the effects of the game scale multiplicatively since they are already too much and the game is already unbalanced and easy to trivialize.

“Just Slot machine, addict your players to fix economy”

If you slowly degrade weapons performance (bigger stamina cost or performance drop) link it to negative connotations or completely remove it, that will negatively affect experience.

Don’t you see how it’s the same thing?

I think that for these things going back to the city or home is fine.

That’s what I did. The bar empties over time, rewarding you if you die less often.

I think it’s a bit off topic here.