I don’t see your suggestion as a solution, but probably because I don’t see infinite inventory as a problem.
I think your idea half solves the problem by introducing extra complexity.
As a compromise, what would you consider maximum acceptable inventory size? I don’t need it to be infinite since you are going back to town all the time anyway.
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 Justremoving the system has downsidesthat 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.
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.
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 really think by this point the highest friction point for incoming players outside combat/content difficulty balance (balancing too much toward people who play this game for many hours a day or have been playing and optimizing their strategies in EA for years on difficulties other than Unspoken) is inventory.
The ridiculously limited inventory is a serious issue.
There is also massive QoL gains for inventory that need to happen.
As an example, I should know what materials and items I already have in storage, and in what server. I should be able to know how much of an item or material I have in said storage and where.
I really think we need a universal storage UI where I can browse and compare the gear on my inventory against all the gear in all my storages across servers.
I also want something done about the chest spam in housing. I should not have more than 3 chests in a house as a necessity. I can understand the use of cupboards for food mats, storage cabinets for other mat types.
But there needs to be a univeral storage UI to manage the items instead of having to run from chest to chest submenu and repeat that as well on several houses and across several servers.
Ideally they’ll also kill the incentive or massive perk of having multiple running servers, because right now you’re trolling yourself out of resources and more vendor stocks for each extra server you don’t have, on top of the additional bounties and chest loot circuit runs.
Problem with infinitizing inventory is that all this information carries with you, everywhere, which may cause performance issues, like infamous diablo4 inventory information code being shared with anyone in range, effectively crippling performance in the most hilarious way, but also that it completely removes need for inventory management, storage related features, but also need to optimize it adding filters, search function, sort functions.
Proposed idea i put forward addresses posts presented idea of extending ones time outside sacrement.
Perfect size, for current content, could have at least one more column of slots, but im sure its spaced out to accommodate all type of resolutions even 4:3
Current 42 to 49 would be perfect material wise if you go through all 3 tier zones, gear wise, in its current state, 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 this is issue of external pressure to rush, which is common in groups. Issues they frequently encounter attribute to lack of spending time, reading and analysing. I disagree that game should be catered to those type of people, it will be annoying and come across as pretentious for anyone who is experienced or have better understanding of the game.
This statement ties into the fact that inventory management is rigorous learning experience and most time efficient upgrades are related to inventory expansion.
We do have large quantity of items to manage, most notably is the gear pieces. Otherwise, 4 large chests is enough to fit food mats, food, materials, gems, embers. Maybe having modular cabinet that can be stacked and would expand inner storage by adding a scroll bar. Just like rune selection at enchantress.
Regarding merchants, im pretty sure they could expand town upgrade system and add several, additional upgrades each store could have. Like amount of goods they sell, the cost, the quality, the quantity, the refresh rate. Even add function to speed it up by financing a caravan* which requires materials to make one and food to feed the horse with
One more column would be enough for me. I would just make it available from the start.
I wouldn’t worry about screen aspect ratio, you could easily shrink item icons and they’d still be recognizable.
People are not gonna know what’s good or not until they play the game through once and see what resources are useful and what aren’t.
Probably for a game like this infinite inventory won’t work, like you said, cuz there are infinite drops. I was thinking of something like dark souls, where you can carry all the equipment available in game. Here it won’t work… idk about performance, sounds like a solvable issue if you only load it when a player is looking at it or wearing it
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.
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?
Do you like NRFTW inventory management?
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.
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.
I don’t think they need to introduce a whole new (what i would consider renaming) “exhaustion” system when trimming the fat on item bloat or adding a tool or two to help manage inventory out in the field would seem like a simpler fix.
There are many different options for tools or NPCs that could help alleviate inventory burden while out in the field without having to implement a whole debuff system that they would have to tune. By now they know that inventory management is a headache and i’m sure they are cooking up a few ways to help. To me this is akin to games where you have to remember to eat/drink or you’ll get a debuff and that sucks the fun out of the fantasy.
I agree with what you say: My solution is a bit complicated, but I believe it’s the best option given that it has unique advantages.
But what you’re proposing would work, it might not completely solve the problem, but it would certainly be better than the current situation.
But don’t think that what you propose is simple to apply just because it is conceptually simple.
And I don’t believe that what I proposed is difficult to apply just because it is conceptually difficult to explain.
The system is visually displayed every time you die,it’s not a bar that fills up over time just because you exist. It only fills up when you die, It’s a direct consequence.
On the contrary, durability is hidden and you risk forgetting about it, only to be forced to return to the city when you least expect it, and the durability is reduced randomly when you can’t even count the deaths you’re have left precisely.
In a game this challenging I was expecting death to have more consequences than just durability but I wonder if (assuming 1.0 will still include the three or more difficulty options) this could be approached from a different angle. What if Easy mode removes item durability as a concept completely (also removing repair items and the smithy’s option to repair), maybe normal mode exists as it does now, and hard mode introduces this exhaustion system for added incentive to be more strategic with your inventory management. Just a thought.
Maybe you didn’t read my idea well, the “Tiredness Bar” system is less punitive than the durability system.
You can die more times, you have to come back to sacrament way less often, you don’t have to pay the blacksmith, when the durability is used up the weapon becomes unusable or you change weapons or you are left without a weapon, which is a much more punitive effect than “The effects of enchantments (and gems) are reduced by 30%. OR Deal 15% less damage”.
I really don’t understand all this talk about “more consequences to death”…
In all the souls games the consequence to death is walking back where you died to pick up your souls/runes.
Piling punishment on death would only serve to make the game harder for those who already are having a hard time, and inconsequential for those who are breezing through.