Originally Posted by The_Red_Queen
Originally Posted by Relampago
Aside of the stacking one of the things that is touched on when you refer to the keys is the actual relevance of all items you can pick up. I care less about organization and more about unnecessary sprawl. I know you can tag wares but it is not very effectual if you dont actually know what is wares and what is useful. Picking up everything because it may be useful later and not selling it because it may be useful later contributes to that sprawl. Will we actually need these pickaxes we pick up? What about the tongs? The empty bottles, etc.? Send to camp is useful but it still winds up being a bit much due to the ambiguity.

True, if the full game is going to include stuff like ropes, inkwells, hammers, empty bottles, herbs, etc that feasibly could be useful if certain systems are implemented, then I agree either those systems should be present or stuff should be clearly marked as junk. It would probably be easier to just exclude any junk items that a sensible player might think it could be useful to carry around, though that would come at the cost of at least a small amount of flavour.

Yep at least offering it as a toggle can help enable play for both player types.