Underrail Forum

Underrail => Suggestions => Topic started by: Immortal Wombat on May 15, 2015, 08:56:26 pm

Title: Carry weight & inventory management
Post by: Immortal Wombat on May 15, 2015, 08:56:26 pm
Firstly, love the game, it's scratching my Fallout itch excellently. Or at least it was.

I reached a point in game where I was heavily encumbered and now I'm faced with a situation that just made me stop playing. I have to either get rid of loads of stuff or spend ages carting things back and forth to my locker.

I've actually spent longer trying to fix this annoyance than I have playing the game, I wouldn't normally bother the creator of the game with stuff like this but I've tried everything in my ability.

Cheathappens is out of date, using cheat engine to freeze the inventory weight or raise the carry weight is beyond me, there are no console commands, there are no cheat codes, the save files are in moon speak and there is no editor.

I fully appreciate that adding inventory weight management is a design choice, however there are always going to be people like me that love the entire rest of the game but HATE HATE HATE inventory limitation and will do anything to avoid it.

I implore the creator(s?) to add some sort of relief to the game, or an option, or a console command, anything. I've seen people talk of some sort of mule/cart/linked container system (steam tubes?) and that would be excellent, but I appreciate that takes time to code.

I won't be playing the game until I've found some way to deal with this issue and I really want to play it. I feel like there are probably lots of others in a similar situation.

I shouldn't have to say this but if you're not the creator and you're going to post here saying how I'm not playing the game properly as if this affects your life in some way then please get mental help. It's not healthy to care about how others want to play the game ;D
Title: Re: Carry weight & inventory management
Post by: UnLimiTeD on May 16, 2015, 01:26:49 am
I would recommend checking threads that Elhazzared has posted in.
You are sure to find at least five other topics to the same end. I do believe most everything has been said, though. We'll see.
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 16, 2015, 01:43:59 am
And what's worse is that you start getting encubered even with a 10 strenght character, 30 minutes into the game. It's a problem of many items being ridiculously heavy.

But that isn't the whole problem, I'd tell you to wait until you saw how you couldn't ever sell everything, you keep hauling stuff and it just keeps acumulating more and more because of the vendors limits. But then again you already stoped playing so yeah.

Sadly styg wants to stick with this design decision. He said he might add an option to remove these limits very long ago, but something so simple and quick to do hasn't been done yet so I've lost the hope in that. So my hope, and your's too I guess, is that after it comes out someone releases a mod to make the game playable.
Title: Re: Carry weight & inventory management
Post by: Fenix on May 19, 2015, 11:13:20 pm
Just disassemble all these sladgehammers, man. :P
Items that worth less that 1000 didn't worth it to hassle with them, maybe in the very beginning, so all usual knifes (without electroshock), footwear, usual sledgehammers, almost all leather armour didn't worth it to drag it back to merchants.
"DISASSEMBLE IT BABY!"
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 20, 2015, 08:04:36 am
I belive we've had this conversation. I don't need the scraps it gives me. I don't need the tons of kits it gives me. I cannot sell all the kits it gives me. It's not like disassembling will change anything.
Title: Re: Carry weight & inventory management
Post by: RailNomad on May 20, 2015, 08:58:33 am
I actually like the system. There are a few things that could be tweaked, but the basic decision not to let people empty the caves of all stuff and turn them into money pleases me. It's a chore in most RPGs games and seen so many times, You're well off doing the quests and occasionally selling extra stuff.

A little tweak would be ability to sort your inventory by item value and weight so that you could quickly see and drop heaviest items and keep the most valuable.

Maybe we could see the toughest enemies carry a little more coins so that you don't need to drag their stuff around to cash your kills but you could profit straight from assassinating them. This should apply at least to these boss-like characters Balor and Ratking but why not generic tough guys too. It makes sense that if you're tough enough to survive under the rails for years you will accumulate some capital on the way.

Once you have enough money to get by you don't need to worry about maximizing your incomes.
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 20, 2015, 09:07:46 am
Yes but then what is the point of exploring? Why would I explore if there is no loot to be gained? I mean sure the loot is there but I cannot carry it all and een what I can carry I can't sell. On the same note, what is the point of doing side missions? Even the main quest alone is going to give me more than I can carry and more than I can sell amount what I can carry and that alone is more money than I will probably need anyway.

Selling loot is not really a chore, what tends to make it a chore is the limited amount of items you can carry breaking your immersion by making you stop what you are doing and going to sell, if instead you had a limitless carry capacity you cold finish the mission, sell the junk, keep what you want and move on to more exploring and side quests.

The problem isn't limited to the carry system and merchants limits but the economy as a whole. The previous system had economy problems already where everyone agreed there was too much money and now the problem is even worse. More to the point with this carry and selling system there is actually no way to fix the economy of the game.
Title: Re: Carry weight & inventory management
Post by: UnLimiTeD on May 20, 2015, 09:26:14 am
Gathering money is not the goal of the game.
We had that discussion already, indeed.
Nothing anyone says will change your option, and probably not mine, either, for I love the atmospheric choices; This is as much a fictional world we're exploring as it is a game, and I want it to be believable.
We just have to agree to disagree.
I'm not arguing against some mod that changes things, but the horse has been beaten so many times by now...
What I'd like to see, however, is items on the ground disappearing after some time, scavengers maybe.
Title: Re: Carry weight & inventory management
Post by: RailNomad on May 20, 2015, 10:23:13 am
Yes but then what is the point of exploring? Why would I explore if there is no loot to be gained? I mean sure the loot is there but I cannot carry it all and een what I can carry I can't sell. On the same note, what is the point of doing side missions? Even the main quest alone is going to give me more than I can carry and more than I can sell amount what I can carry and that alone is more money than I will probably need anyway.

Selling loot is not really a chore, what tends to make it a chore is the limited amount of items you can carry breaking your immersion by making you stop what you are doing and going to sell, if instead you had a limitless carry capacity you cold finish the mission, sell the junk, keep what you want and move on to more exploring and side quests.

The problem isn't limited to the carry system and merchants limits but the economy as a whole. The previous system had economy problems already where everyone agreed there was too much money and now the problem is even worse. More to the point with this carry and selling system there is actually no way to fix the economy of the game.
I don't have enough money to melt it all to super steel as I would like. :D Plus exploring and scavenging gives the possibility of finding better quality components for better armor and weapons.
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 20, 2015, 04:26:29 pm
Exploring gives the possibillity, albeit unlikely to find something better. Which can probably be negated very easily by going to a shop until late game where shops hit the limit of quallity stuff they give you and you can only get better if you either find it or craft it... Not that you'll need it I'm sure. So exploring is still pointless.

Unlimited. You want realism, while I've explained that realism takes a backstep when balance is concerned, let me give you just a little bit of realism. Why would the character go out of his way to get in harms way just to scavenge or do a side mission when he is already so rich he could buy half of the entire underrail? Much before this point is reached the chracter would think. I have a lot of money, i can just retire anywhere, not have to risk my life anymore and enjoy all the luxuries that the world, such as it is, has to offer. That is what would be realistic and yet it's not really how it goes is it?
Title: Re: Carry weight & inventory management
Post by: UnLimiTeD on May 20, 2015, 05:53:55 pm
Well, there is a limit to suspension of disbelief, but it's not that low.
Honestly, when I got that quest to find the Bakers, I spent 5 hours doing so, on the side annihilating the Iron heads because I suspected they might be there, all without a promise of reward.
I sure didn't do it for money, but out of curiosity and to help some people, like the helpful person I am. That I still get way too much money is something I definitely agree on, and there needs to be a balance found given the abstraction that we don't need to pay for food and wounds heal within minutes. This is not the matter of this thread, though, and I'm sure Styg knows of it.
And even if it's not perfect, I still play the game, I just think certain suggestions would make it worse. If we had a magical bag of holding, whatever, really.
Or a drone that picks up stuff and sells it to the nearest junk merchant.
I wouldn't even be bothered by merchants buying excess at 10% the value, because why wouldn't they?
But being able to carry supplies for an army on your lonesome, that's just something I believe I need to stave off while I can. I believe that picking up only what you need is a sort of game mechanic, and the biggest problem is that the rest doesn't disappear.
As for what shops give: I consistently have never found armour even remotely as good as what I can craft on any merchant after I've reached around level 10, on any character in a good year or so. Maybe just my luck?
Title: Re: Carry weight & inventory management
Post by: RailNomad on May 20, 2015, 06:06:26 pm
Maybe the packrat feat could be improved so that it gives unlimited carrying capacity. The explanation could be for example that you always find people to carry your stuff. That would make the feat relevant. Currently no one will pick it.
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 20, 2015, 07:20:40 pm
True, but the problem is that early on you really need to pick other perks that actually help with combat. packrat would be useful but would similarly be a dumping perk, one you get when you don't have anything better, much like medic (or whatever it's called the one to always let use bandages), it's good but really there are a lot of priorities before that.

The biggest problem with the carry weight is actually the inbalance in the weights of items an abillity to carry. Even on a strenght 10 character it feels like you can carry nearly nothing. You do first mission, get the loot and look at the carry weight and think, oh pretty good, I can actually carry some stuff. Then you do the SGS which isn't that big a place and you can't even loot it all because metal armor and sledgehammer (just 2 examples, there is more) weight a ton. Sure it makes sense from a realistic point of view. But from a gammy point of view it just makes you feel like you can carry nothing even on max starting strenght.
Title: Re: Carry weight & inventory management
Post by: Fenix on May 21, 2015, 07:13:48 am
The only, I stress it, only problem exist - it's that merchant don't have enough money.
He still can buy my stuff, but he haven't money already.

How? I just DISASSEMBLE various junk, like sledgehammers, ASSEMBLE repair kits from it, repair all expensive stuff, then sell it.

Your problems just doesnt exist for me.
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 21, 2015, 08:05:41 am
Let's count how many problems there is with that.

You'll make a lot more repair kits than you can use or sell.

You'll have to waste points in crafting.

You'll lose more money since it's more lucrative to sell the items outright in most cases.
Title: Re: Carry weight & inventory management
Post by: Sorbitol on May 21, 2015, 10:31:57 am
As a fellow packrat I feel your pain. I made a Cheat Engine script for infinite carrying capacity which you can download here: http://forum.cheatengine.org/viewtopic.php?t=581839 (http://forum.cheatengine.org/viewtopic.php?t=581839)

It's for version 0.1.14.2 (Latest update on Steam as of this post). Let me know if it works!

Title: Re: Carry weight & inventory management
Post by: UnLimiTeD on May 21, 2015, 10:37:34 am
Well, so what options could we have?
Let's gather a few that would work well together.


I still don't a problem (with the exception of Fenix point), but I wouldn't die if some of those were, in some way or another, implemented.

Edit: And there comes Sorbitol and fixes nearly all of Elhazzareds Problems. :P Or at least one of them.
Title: Re: Carry weight & inventory management
Post by: Sorbitol on May 21, 2015, 01:26:52 pm


Very nice. It works even with older versions and I don't see why it wouldn't with work with future versions as well. This should make compulsive packrats very happy!

The game is indeed tricky to hack, I never got into CE bytecode hacking. I can barely wrap my head around simple microcontroller RISC assembly, complex x86 software is way too much. :P
Cool, I'm glad that it works for other version too.  :)

Yeah, I was lucky this time, only took a couple of tries to find the right opcodes.

Title: Re: Carry weight & inventory management
Post by: Fenix on May 21, 2015, 04:59:29 pm
Skill points in crafting isnt a waste points.
I need crafting for my build.
And then I have no problem to carry stuff, except rare cases.

Well, so what options could we have?
Let's gather a few that would work well together.

Allow traders to buy a secondary set of items at a fraction of their worth, f.Ex. Lucas could buy additional weapons at 10% their sell value, increased by mercantile.

I suggested this before, it wasn't enough for Elhazzared.

Quote
Some traders should buy either scraps or rep. kits in larger quantities.
Increase the amount of money traders have over the course of the game. That's saying, mostly by player level and story progress.

Good suggestion, but ONLY NOT by player level. Instant disgust!
Story progress - yes, but not leveling, it will ruin all impression.


Quote
Make items disappear after a while. What you pick up should be a choice unless you spec for everything, but it isn't if you can just come back and get the rest.

50\50
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 21, 2015, 06:11:12 pm
Well, so what options could we have?
Let's gather a few that would work well together.

  • Reduce sell value of all items slightly, so players can't get rich that quickly. +A bit more for any of the below.
  • Allow traders to buy a secondary set of items at a fraction of their worth, f.Ex. Lucas could buy additional weapons at 10% their sell value, increased by mercantile.
  • Some traders should buy either scraps or rep. kits in larger quantities.
  • Increase the amount of money traders have over the course of the game. That's saying, mostly by player level and story progress.
  • Slightly stratify weight, f.Ex. Metal plates could be 20%-25% lighter. ?
  • Buff the Packrat feat to 75, at least. Alternatively, keep it at 50, but make it reduce the debuff from encumbrance.
  • Make items disappear after a while. What you pick up should be a choice unless you spec for everything, but it isn't if you can just come back and get the rest.

I still don't a problem (with the exception of Fenix point), but I wouldn't die if some of those were, in some way or another, implemented.

Edit: And there comes Sorbitol and fixes nearly all of Elhazzareds Problems. :P Or at least one of them.

Reduce items value, yes, probably not just slightly, there is way too much money floating around.

Allow traders to buy everything. They are traders, it doesn't matters what they specialise in, they are buying cheap from you and will be able to sell at a higher price to someone else (as far as background work goes anyway).

Scarps and repair kits already included above.

Not simply increase, just make them have unlimited amounts of money (this would likely require a much welcome change where money no longer is an item but rather have it on a separate box with total value and also allow for physicly enter the exact quantity of money you want to put).

No weight at all would be the better option, but if you really want to give players pointless chores like in all other games where immersion is broken to go sell stuff mid mission or just dump the inventory somewhere, then at least make all items much lighter, especially the ones which are way heavier than they should be for a game.

Nothing to say about packrat really, in my opinion it shouldn't even be needed but meh.

Make items disapear after a while... Yes, so long as they are not inside a container that is also not a garbage bin.

Sorbitol, I may give that a go once i am less busy, carry weight is one of my major problem with the game though the merchants are definitly the worse. Do you think you can also find a way to disable the buy limits and the type limitations of the merchants? If you could it would be great. definitly would fix the game for me and make me enjoy it once again.
Title: Re: Carry weight & inventory management
Post by: Fenix on May 22, 2015, 06:17:14 pm
They are traders, it doesn't matters what they specialise in, they are buying cheap from you and will be able to sell at a higher price to someone else (as far as background work goes anyway).
It does matter. Try to sell tele-set someone who trading a car, he does not buy it from you, maybe for 1\10, and if he is your big friend.

Scarps and repair kits already included above.

Quote
Not simply increase, just make them have unlimited amounts of money (this would likely require a much welcome change where money no longer is an item but rather have it on a separate box with total value and also allow for physicly enter the exact quantity of money you want to put).

No weight at all would be the better option, but if you really want to give players pointless chores like in all other games where immersion is broken to go sell stuff mid mission or just dump the inventory somewhere, then at least make all items much lighter, especially the ones which are way heavier than they should be for a game.

Nothing to say about packrat really, in my opinion it shouldn't even be needed but meh.

Make items disapear after a while... Yes, so long as they are not inside a container that is also not a garbage bin.

Sorbitol, I may give that a go once i am less busy, carry weight is one of my major problem with the game though the merchants are definitly the worse. Do you think you can also find a way to disable the buy limits and the type limitations of the merchants? If you could it would be great. definitly would fix the game for me and make me enjoy it once again.

Totally disagree. I don't need diablo-style here.
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 22, 2015, 07:08:01 pm
You are talking about real world sense which does not applies to a game. You can simply think that all merchants have a deal between themselves that anything they get they trae between themselves at shop value. Thus you sell a gun to an electronics guy and later on he'll go to the gunstore and see if anyone sold electronics there for him to trade at fair prices. The merchants end up winning like this and it removes the chore of running around.

As for your diablo reference. If this was a diablo game I wouldn't mind leaving loot behind if it was worthless anyway. This isn't an ARPG however and there lies the problem. Getting all items and selling all items in the same trader does not makes it diablo, however as with any turn based RPG, loot is one of the big things of the game, if you are going to make it pointless to chase loot then you are throwing away one of the strong mechanics and many people are bound to dislike it.
Title: Re: Carry weight & inventory management
Post by: UnLimiTeD on May 22, 2015, 08:12:17 pm
No, loot is not a big thing in an RPG just by virtue of it being an RPG.
There were RPGs where that was the case, but the opposite is also true.
By the same token, I could say that Inventory management is a staple of RPGs, and in addition to limited weight there should also be limited slots.
Loot is a staple of ARPGs.
Title: Re: Carry weight & inventory management
Post by: Sorbitol on May 22, 2015, 09:48:25 pm
Sorbitol, I may give that a go once i am less busy, carry weight is one of my major problem with the game though the merchants are definitly the worse. Do you think you can also find a way to disable the buy limits and the type limitations of the merchants? If you could it would be great. definitly would fix the game for me and make me enjoy it once again.
Sorry, I gave it a try but I think it's beyond my abilities at the moment.  :(
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 22, 2015, 11:58:43 pm
No, loot is not a big thing in an RPG just by virtue of it being an RPG.
There were RPGs where that was the case, but the opposite is also true.
By the same token, I could say that Inventory management is a staple of RPGs, and in addition to limited weight there should also be limited slots.
Loot is a staple of ARPGs.

About the only decent RPG I've played without a great loot system was probably shadowrun returns (also dragonfall, got it today cause 70% off seems about right in my books). Other than that I have yet to see a good RPG that doesn't has a big emphasys on loot. Fallout series, Arcanum: of steamworks and magika obscura, Pillars of eternity, Divinity original sin, wastelands 2. That's what i can remember at the moment. After reset also looks good but I can't atest to that yet. All of these games have an emphasis on loot.

More to the point, any game which is supposed to have exploration and is expected to have a good loot system. People will not explore if there is no incentive. Even if you do it once for the heck of it, people will not do it every single time when there is no point to it. Same could be said about sidequests.

Now inventory management is a part of most RPGs too. It tends to be the one of the worst parts of it, but it's there. That is why good RPGs give you an ignorable inventory management. That is. You have limits, but with companions acting as pack mules you never leave anything behind.

Sorbitol - Thanks anyway, I knew that was going to be a lot harder, it's nothing as simple as change character sheet carry weight value to infinite after all. It's making the trader accept all items in unlimited quantities so I imagine it would require quite a bit more messing with the games files to get it working, but I really appreciate you taking the time of your day to see if you could help me out there, especially since it's still early access and each patch that is rolled could at any point render all your work useless... Well until you tweek it again anyway.
Title: Re: Carry weight & inventory management
Post by: Fenix on May 23, 2015, 01:31:18 am
You are talking about real world sense which does not applies to a game.

Then we need infinite ammo, because all thise hassle with reloading..
You know what I mean...
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 23, 2015, 01:42:13 pm
Because that's not actually a hassle, that is part of combat. Running out of ammo can kill you so you have to plan acordingly. it's not so much a case of whether or not it is like that in the real world but actually something that is part of the actual combat dificulty.

Don't try to use ridiculous examples on me. You do know that realism in a game is always secondary to balance.
Title: Re: Carry weight & inventory management
Post by: Fenix on May 23, 2015, 07:46:52 pm
Thanks epeli, you wrote all I thought about.
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 23, 2015, 07:48:07 pm
Now inventory management is a part of most RPGs too. It tends to be the one of the worst parts of it, but it's there. That is why good RPGs give you an ignorable inventory management.

Wait, what? You assume inventory management is always going to be shit in RPGs? And thus a system so meaningless that it can be literally ignored is a good thing? And when one game breaks the status quo of bad design, you outright refuse to play it? Goddamnit Elhazzared, I will never understand you :P

You would probably like Dungeon Siege. You can transmute items to money in it. Torchlight too, you get a pet that sells your junk loot at town automatically. Generally speaking, ARPGs that streamline the whole itemization/looting aspect might be your thing - the polar opposite of what Underrail does.

Because that's not actually a hassle, that is part of combat. Running out of ammo can kill you so you have to plan acordingly. it's not so much a case of whether or not it is like that in the real world but actually something that is part of the actual combat dificulty.

Don't try to use ridiculous examples on me. You do know that realism in a game is always secondary to balance.

You mean *exactly* just like carry weight is part of combat? Getting crippled and encumbered can kill you so you have to plan accordingly. The only difference is that you WILL get crippled and it WILL have a major impact on combat. Running out of ammo WON'T happen unless you are very, very careless.

I shouldn't need to point this out, but it's not any more ridiculous than your viewpoint.

Inventory management makes sense in a rogue like. Let's take sword of the stars: the pit as an example. There are no shops or ways to buy and sell items. In this case, chosing what you keep and what you throw away is a good mechanic since there will never be money involved. So you have to decide, do I keep this extra weapon when I already have one of teh same? Just in case it breaks? Do I keep this component to try and build something with it later or do i throw it away rather than throw food away or some other component?

In an RPG where money takes place and there are vendors you do not need an inventory management system. All it does is breaking game immersion. It makes people stop doing their quest to go and dump stuff or sell stuff to then go back to do the mission. This does not beneficts the game in any way possible. I don't have a problem with things being done different, I have a problem with thing being done worse. When I first played this game and saw there was no limit to what I could carry I thought. Well this is different but Styg gets it right. There shouldn't be a need for a player to stop what he's doing just to go and dump/sell stuff, it is counter producive. Of course, the game was just far too early in development and only proved to have a much worse system instead.

I think I played one of the dungeon siege games, not much but can't remember much about it anyway. Torchlight was meh, all abillities were pretty meh, got bored very quickly. Sacred 2 had a huge inventory space and you could sell directly from the inventory at a minimal loss which was fine to sell the cheap items. Still, ARPGs are not the same so I won't be drawing comparisons to underrail.

Getting crippled already has it's penalties which need having nothing to do with getting encumbered. You only get encumbered if you want, just go back and dump items before that happens. There is no comparison at all. When i say run out of ammo, I don't mean, really having no more bullets, i mean running out of bullets in the chamber. If you need to shot but have to reload that round it can get you killed. Planning ahead as to when you'll have your reloads is part of the strategy and part of the difficulty. Yes, getting crippled is part of the difficulty too, but that has nothing to do with carry weights, getting crippled already has penalties of it's own and if for some reason getting crippled ties in with losing max carry weight so as to supposedly get you encumbered and get you further penalties, then all you have to do is increase the penalties for getting crippled and get rid of the weight system all the same.
Title: Re: Carry weight & inventory management
Post by: UnLimiTeD on May 23, 2015, 08:56:17 pm
Well, Underrail isn't actually too far off then.
The problem seems to be that traders buy too much.
If every trader only bought like 2 or three items that they currently have an interested customer for, it's essentially a roguelike with gathering quests.
They could even reward you with specific items. No more pesky money to worry about.
It's quite interesting, actually;  If there was a roguelike that had selling and money, but the money was just a number that did absolutely nothing, would you pick things up?
Title: Re: Carry weight & inventory management
Post by: Elhazzared on May 23, 2015, 10:09:37 pm
I disagree. Underrail has nothing of a roguelike, for example, the very stample of roguelikes are permadeath. There are other things too like procedural level generation, and while RNG exists and can screw you, RNG pertains drops or possible enemy conbinations you might find. When it comes to combat roguelikes are made of certainties. You know exactly what damage your weapon cause, there is no variable in damage rolls, at best there are hit rolls.

Now there do is at least a roguelike that uses money and a barter system now that I think about it and of course it has a limit amount of inventory space. it's called dungeons of dreadmore which I'm sure you all know it. So what happens in DD when you hit inventory limits? There is to ways to deal with it. The later expansions introduced a sort of home portal which is a place you can go from anywhere and you just drop items on the ground and use that as storage so you can sell everything. Nothing is left behind. Before that existed it was just extra work, you drped things by the stairs and kept moving the whole stuff even if it took 10 trips. Eventually you'd find a store and sell all. Just busy work when an infinite inventory would have beneficted the game much more... Sword of the stars: the pit had a limiting factor on that which was food but there was no money or traders so it worked well.

Now if there was a roguelike that had selling and money but money had ultimately no use, then money was not money, it was points and I wouldn't care as I don't play score attack games.

Now the current problem is not that traders buy too much, is that traders don't buy everything and that they pay too much for what they buy. The previous system was better where they paid less, you needed to repair items more often to get their money worth but it already paid too much much, at least later down the line anyway.

Idealisticly, the traders buys all and you have no carry limits. If you follow only the main quest you'll end up deprived of money, it shouldn't be impossible to beat the game but definitly make it hard. If you do some sidequests, let's say about half of them (assimung that a third can't be completed because you don't have the skills and you are always limited in which skillset you can have) then you'll get just about enough money to get everything you need, from ammo to equipment. If you doo all sidequest possible or half but explore then you'll have some extra money to throw around however you like. This is a very good system. it takes care of the money problem. There is no immersion break in having to stop midquest to go dump/sell stuff and there is no chore in even trying to sell the items.

Even from a realistic point of view (and again, realism takes a backstep to balance) you are a living in a world where you live off what you can scavenge. There are no worthless items, everything is worth money and money is a very precious commodity, especially now that the world has gone to hell. It makes sense that you'd carry everything and sell everything even if it took you time. You certainly wouldn't leave loot behind for someone else to get the money instead of you.

You can say that the current system tries to work like a roguelike where it forces the player to leave items behind, however it doesn't. the player always has a choice whether or not to take it, it will just take more time and break immersion. Selling items follows on the same page. You cannot stop a player from selling everything, you'll merely make the plyer waste several hours to be able to do so.

The leason taken from this is. A few people will like it. Some people will dislike it but still suffer the system to play however these people are probably going to finish the game once more likely just follow the storyline since they don't need to do more and then they'll never play it again. And some people will just be so frustated with the chores and disrespect of their time that they will give up on the game and consider it a waste of their money... Let's consider the previously implemented system where no one had complaints about it. Everyone liked it how it was, even if a few people like it better now, everyone liked the old system! The only problem was too much money floating around and that was very easy to remedy.
Title: Re: Carry weight & inventory management
Post by: Hans_Sanitizer on May 27, 2015, 05:19:42 pm
I too have stopped playing this game because of the inventory issues. I gotta take Elhazzared's side on a lot of the issues.

Some stuff that was mentioned earlier was about how it seems that having a crafting skill is necessary in the game.

I would think that perhaps having a dealer that would take items as payment for crafting kits, or repair services would be nice.

I think being able to pay for services like armor and weapon repair, or healing with items you accumulate would be a great addition to the game, and maybe would solve some of this item sale restriction irritation that a lot of us feel.

I still think a junk dealer should be added to the game, who gives a worse deal than other dealers, but still takes your leftover stuff us hoarders carry around.

We shouldn't really be making the realism argument at all either, that goes out the window pretty fast with dealers not accepting items. I mean it's supposed to be a desolate place, I would think people in poverty would be happy to take any of your items at a price they knew would serve them. Also the rules of supply and demand would continue, you would just continue to sell items for less and less money if you kept bringing them in, as far as a real market would go.
 
In short I just think the game lacks options for those of us who echo the same frustrations as Elhazzard.