Just read this, some interesting points. My opinion:

1. I disagree with most people on the limited storage space. If your inventory is full, you need to choose. Is it worth it to go back to a merchant? If so, which piece of armor do I sell? If not, what do I throw away? In any sense, it means you can't go running around with a trillion health potions to drink your way to an objective. You shouldn't just be able to take anything with you, inventory management = meaningful choice = part of rpg-experience.

2. Stackable items are a must. Easier to use, looks less chaotic.

3. Crafting components should weigh less than finished items (not realistic, I know). When you pull a crafted weapon apart, it looses value (there is a cost to rebuilding for example not all components will be salvaged). This implements another meaningful choice in inventory management: sell it or salvage it?

4. A passive spell to increase storage space is a great idea!

5. Merchants should always be a gold sink. If you can repair stuff, you'd need to spend for potions. If you can brew potions, repairs are going to be expensive. Money should be something you need to use, an actual valuable commodity throughout the game. Not something you can pile up until you can buy the 'equipment of the gods'. Even if you'd play in a gold-efficient manner, you should only ever be able to buy one item that is better than what you have at that time in the game.

Last edited by Ticlimax; 26/07/13 10:56 AM.