There seems to be some impression that making it harder to sell acquired loot is synonymous with requiring a player to be forced to make careful choices with their limited inventory.
Not at all. The presence of a limited inventory might benefit a player to do some more careful choices than clicking the
take all button, but it isn't forcing anything on the player. But its true that a limited inventory alone wont help much. It works better when combined with other restrictions like when you cant revisit the looted area. I personally don't think this would fit the Underrail setting much as it might spoil the exploration.
While playing
fallout i had to pick what weapons and ammo i would bring with me around. I couldn't have all the firearms available with me and pick the best one for the occasion. These kind of choices come not from
"making it harder to sell acquired loot" but from having a limited inventory system.
I don't think this necessarily has to be the case. The system could be designed so that there is a fast travel option, but its only activated once all enemies have been cleared out of an area, so you can't abuse it to instantly change your inventory or visit the doctor. After a while it could repopulate with critters/thugs etc., and after they've been cleared out you can fast travel again. Just like in Fallout, among other games (Arcanum); you can't travel in dangerous areas.
Joejoefine, i am sorry for i expressed myself poorly. When i said:
A way to fast travel to shops would take away some of the point of having a limited inventory system.
I was referring to what
Major_Blackhart said about the lack of a teleportation spell or something similar to reduce the boredom of traveling back and forth to sell sutff if there was a limited inventory system. This mean of quick travel would be an alternative to walking through all the areas until you got to a shop.
Fallout and
Arcanum fast travel system were not an alternative way of travel. They were the only way you could travel from a town to another. You could not teleport yourself from the third level of the
glow to the
hub. The fast travel on those games was not designed to facilitate nor to impede looting, it was the only way of traveling between great distances.
Arcanum did had a
teleportation spell, it was the 5th of the Conveyance spell college, and it did make looting remote areas easier.
In both these games fast traveling also led to random encounters. In these you would have to make choices about what would you loot because you couldn't come back later.
Knowing that people are going to try to make as much money as they can, assuming the items aren't junk or that there are very few numbers of them, then you know that they're going to, almost universally, go back to get more loot to sell at a shop. These are reasonable expectations of any gamer.
You seem to be describing the behavior and the expectations of a power gamer. Myself and a few friends i know, that play this genre of games, don't bother mostly revisiting dungeons to get all those longswords on the floor and that chainmail we may have left behind. I dont know how the universe of players feel about this though.
Yes it will be annoying but only if you set yourself the goal of selling everything you find, and you really don't have to. I dont know if any developer expects you too, since you will make enough money without doing in most of the games i have played.
Styg has said that we will have metro system that will allow us to quick travel between stations. That sounds
really good. Its a nice way of giving the impression that you are traveling far to another place without being tedious and still fitting the theme of the game.