Underrail: Infusion > Development Log
Dev Log #11: Bartering and Inventory Tetris
Smog:
I like the way the new inventory looks and the volume limit. The question arises how to solve the problem of the huge amount of loot in the game world. Will it be necessary to collect it all, or will you have to choose what to take and what to leave? In the original game, collecting loot and moving it to the player's base took a significant and not very interesting part of the time.
drakemallard:
I really enjoyed scavenging/bartering. The treks back and forth were a bit of a burden, but I had my caches near all the relevant merchants, and I had to think strategically about it. My only complaint was that, I really wanted an ability to check merchant demand without first going to a physical location (a major quest reward, not just a basic perk).
If volume becomes a limiting factor, is there anyway we could set up a temporary camp with a depo, and then pay some someone to transport loot from the camp back to our main. In a similar, it would be cool if ongoing events changed merchant demand in an intelligible way (kinda like they did I pathologic).
This is a long way of saying, the barter system in Underrail is one of my favorites because you allowed us to approach it strategically, if that was what we were into. I get that some people weren't into it and would appreciate a simplified system, but I loved it because it felt more real and made sense in the world.
ClawBug:
look like a scientific version of stoneshard
Navigation
[0] Message Index
[*] Previous page
Go to full version