The current system feels clunky and is a challenge to use most of the time. Below are just a few things I noticed, and ideas I had.
A: Currently the idea is that each character has their own inventory they can access in combat with a weight limit set by that individual's strength. Going over that threshold results in penalties. Simple and clean, right?
1. The weight limit is actually double what it displays before any penalty enters the picture. Why not just display it as double then? Less confusing for newcomers imo.
2. While it is simple to avoid the movement penalty even on an 8 str character, it is annoying to constantly reshuffle and/or sell items if the character you control most of the time is of low strength.
3. You can trade items in combat with no penalty whatsoever, regardless of distance. Note that trading in general requires a lot of dragging and dropping.
4. As a result of 2 & 3 it doesn’t challenge the player in a meaningful way. It just becomes a tedious nuisance to deal with. Its neither hardcore nor is it fun.
B: Why not just make the party have a single inventory with a shared weight system based on strength? Everything is right there, easy to find, with sort filters, and less micromanagement.
C: Wait, what about balance? These changes favor low strength characters and cheapen the benefits stronger ones receive. Why not set up an item belt/quickslot system? Each character has a seperate one, the limiting factor is the amount of weight they can put into it based on strength ( EX: .5 per strength or whatever fits )
1. You can trade items when next to each other
2. You can throw items to each other ( four options )
Option A. STR or DEX lower dc than usual skill check when throwing unless there is an enemy nearby that can threaten you
Option B. Flat bonuses: STR determines the distance thrown while DEX controls the arc
Option C. You could also combine A&B
Option D. It always succeeds, but might want to use B as well
D: In any event, either choice should be much easier to use than the current system. Though there were some features which could make this more enjoyable/automated for players.
Wares: Mark items as Wares automatically with a set of rules you can modify based on category/enchantments. (ex all unenchanted items will be marked as wares unless they are books/scrolls/consumables/bombs ) Of course you’d want a sell all wares button at vendors to make this more convenient.
Keychain: Please create one so I don’t have to look at key spam
Stacking: Allow anything to stack, I don’t need to see 21 seperate spears of the same type in my inventory. A simple number over the spear image will suffice. The less clutter, the better. Could color code by item category w/ a border?
Storage at camp: It uses the same screen as a regular container, which is far too tiny if you want to store a load of gear/books/consumables, it should be just like a second inventory system w/ sort options.
Selecting items: Allow holding ctrl and clicking in inventory to select groups of items. Same for highlighting them when holding left click in an empty square.
Aoe Autoloot Feature: I'd love to be able to set it to ignore items below a certain weight/value threshold. It would also benefit from a category system as well since I'd still want all books and quest items for example. Maybe 10-30 meters requiring line of sight?
Carry Weight only affects quick slots: This would be a great lazy option in that you could still have STR impact combat based on what you could carry into it, but not needing to care when you decide to visit the next vendor with no weight limit in sight
Hopefully these changes would make it more about playing the game and immersing yourself in it. Rather than enjoying yet another round of Digital Inventory Management 2.NO. Think I covered everything, but I may have derped somewhere, so call me out if I did. Please share if you have any ideas/thoughts :3
Last edited by LoH; 16/10/20 08:37 AM.