# Making going back to Sacrament Fair

**URL:** <https://forum.norestforthewicked.com/t/making-going-back-to-sacrament-fair/24523>\
**Category:** Wicked Feedback\
**Tags:** inventory\
**Created:** [February 11, 2026, 8:15pm UTC](https://forum.norestforthewicked.com/t/making-going-back-to-sacrament-fair/24523 "2026-02-11T20:15:43Z")\
**Posts on this page:** 1\
**Showing post:** 27

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**Author:** ![Lombix\_4](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/lombix_4/32/9402_2.png) [@Lombix\_4](https://forum.norestforthewicked.com/u/Lombix_4)\
**Post date:** [February 17, 2026, 12:49pm UTC](https://forum.norestforthewicked.com/t/making-going-back-to-sacrament-fair/24523/27 "2026-02-17T12:49:12Z")

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> [@Kidney](#):
>
> One more column would be enough for me.

> [@Crylz](#):
>
> Perfect size, for current content, could have at least one more column of slots

Originally I had thought of adding an extra column, and in fact this would solve a good part of the problem, but essentially what would have happened is that the resource inventory would have become practically infinite, while the gear inventory would not.

But the devs will add even more items, and sooner or later having just one extra column is not enough in the future, and every time you add a slot you would have to redo the interface.

(Obviously it wouldn’t be a problem if the devs removed the redundant items: [The Crafting Materials are an Unintuitive Mess](https://forum.norestforthewicked.com/t/the-crafting-materials-are-an-unintuitive-mess/21567) )

Another solution is that instead of having an inventory that is limited with slots, we may have an inventory that is limited by the number of total items, so the limitation is not to have many different items but to have many items in general.

Obviously it would be a step forward to add a column, but why not solve the problem completely?

> [@Crylz](#):
>
> it completely removes need for inventory management

Do you like NRFTW inventory management?

> [@Crylz](#):
>
> unless people learn to differentiate between what’s good and what’s not you’ll have full inventory in less than 20 minutes of venturing out and looting

I believe that since we don’t know all the crafting recipes in the game, we don’t know which items we will need in the future so we can’t make meaningful choices, and this is even more true for new players.

> [@Crylz](#):
>
> inventory management is rigorous learning experience and most time efficient upgrades are related to inventory expansion.

**True, but the problem is that it’s not fun** , it’s not just my opinion, the vast majority of players don’t appreciate the game’s implementation of inventory management

**Not all difficulty is good difficulty!**

Imagine the devs see that using the buff is too easy and then they decide that every time you use a buff to get the full bonus you have to solve a mathematical equation, this obviously makes the game more difficult but would you say it’s a good addition? Would you say it’s fun?

**The fact that this aspect of the game becomes more “bearable” if you learn is true but it doesn’t become fun, and it’s not even fun to learn.**

Furthermore I find that in the current system the best solution is always to return to Sacrament rather than throw away potentially useful items (since the game isn’t super clear on what you need and what you don’t), so there is no real inventory management, it’s just a timer to return to the city.

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