Im at a point in my life where I know I will not use consumables, so I just sell them to get permanent upgrades and cosmetics instead
I hate games with a lot of collectibles and hidden Easter egg stuff, since I’m a completionist and a hoarder, I waste so much time digging through things that lose track of the main missions and story and then the game becomes a drag
I tried a game called Crystal Project that was fun until I realized I hadn’t left the tutorial area after an hour due to feeling the need to complete all the parkour puzzles. It turned out some were to be solved later, but this isn’t obvious without spending time determining if it was a particularly hard jump, an impossible jump, or the wrong route altogether.
Lovely game but no. It’ll drive me mad. I now understand why games often present challenges sequentially and make it obvious when a challenge cannot be completed until a later time.
Some artist in the 16th century: “Let’s put some interresting artwork on these cards.”
Some people in the 20th century: “It’s for diviniation, right?”
modifies the game files to increase carry weight and continues taking everything
Btw, is there still no RPG that ties monetary worth to the probability of being robbed/atttacked at random?
Oh, and the weird thingsda? Might figure it out later or be related to a quest (i don’t have to run back here). Better take it.
You just broke the main quest chain.Ever play the legend of dragoon? Real gamers know the pain of that inventory.
32 items and no more! It was more realistic, but fuck mate. I’m playing as multiple people with dragon powers. I can suspend a little more disbelief for convenience.
keep every high level consumable until end game, spam the final boss with a storm of fury never seen before
Hoarding forever
Modded minecraft feels exactly like that
“Wait!! A strange flower”
“Ooh this fruit seems useful”
“A new wood, i should take the sapling”
“An enchanted book? Well you never know when it may be useful”
“A rainbow gem, it could unlock some powerful gear”
And then you barelly have any space left
GTNH suffers from this a lot, especially at the beginning 😅
Thousands of items, you always need to carry around at least 5 different tools because you constantly use them.
Even going mining fills up your inventory with so many types of the same ore (raw copper ore, crushed copper, impure copper dust, copper dust, … ), not to mention if you decide to go loot a dungeon.
Also you unlock AE2 200h into the game, so good luck with your chests until then!
It’s a fun modpack though, I still reccommend to try the 2.9 beta and laugh at the ridiculous crafting trees and how painful everything feels (try to craft a door, good luck!)
The more i hear people talking abour GregTech, the more i fear to start playin it
I’m playing Tunic now, and literally have no idea what the consumables even do, so I’m just holding onto them.
Laughs in player.setav carryweight 5000
Is inventory management actually a part of RPGs that anyone enjoys?
Personally, it’s really not my favourite gameplay mechanic.
It’s one of those mechanics that protect the player against themselves.
Obviously, without carry weight, grabbing every single item that isn’t nailed down, then going merchant to merchant selling everything is the obvious ‘best’ way to play. It nets you the most gold, certainly. However, pixel-hunting every room making sure you’ve picked up every bowl and broom isn’t actually that fun, moment-to-moment.
Even if protecting players is the intent, it usually just takes me out of the immersive RPG experience.
I want to explore a location, fight enemies, talk to NPCs etc. - but then I pick up some loot and suddenly I’m incumbered (DnD-style games) or have to play Tetris (Diabolo, Path of Exile, Titan Quest, etc.) to fit my new loot in.
It breaks my immersion to suddenly switch from resolving epic conflict XYZ to comparing stats between swords because I cannot carry both. It feels like a chore.
If there is a good crafting system, it can be quite fun. In multuplayer, it can be a main source for roleplay for a trading build.
Setting up a browsable wares shop is a nice mechanic that can play into it too, especially, with interactive placables.
This is the main thing that drives me away from the majority of isometric action rpgs, like Diablo 2. Insanely too limited inventory space. Also one of the reasons Torchlight 2 is still my go-to even after all these years.
Like seriously, for a game that sends a veritable flood of interesting loot your way, wtf is this D2?

That’s what Town Portal is for.
Using the town portal every 15 minutes isn’t fun. As I said, Torchlight 2 did it significantly better. Slot-based inventory so you don’t have to do the stupid tetris stuff. More space. A pet with their whole own inventory. Then when you’re full, just offload the junk to your pet and press a button to have them sell it all in town.
I can’t go back to games like D2 after experiencing that.
Oh, and in Bethesda games, you can bet I am using console commands to give myself 10,000 carry weight. Waste my level ups on encumbrance perks my ass.
And then each time you load from a save, your character is crushed
No, it’s persistent.
wait really? It’s been a while since I played, but I thought you had to enable the encumbrance cheat each time
Struggling through Fallout Tactics right now and having to use the lockers they provide in each bunker, then moving all my ammo/healing/weapons to the next bunker. I CAN’T CARRY EVERYTHING DAMNIT!







