• orenj [he/they]@leminal.space
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    6 days ago

    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

    • ddplf@szmer.info
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      6 days ago

      But they may be useful sometime

      No, being surrounded by these overleveled enemies does not call for using this health potion

      Nope, this boss is hard but I still have 113 carrots to eat

      It’s the final boss already? Huh, better save all my 692 health vials for the later stages of this fight

  • Axolotl@feddit.it
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    7 days ago

    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

    • Supercrunchy@programming.dev
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      7 days ago

      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!)

  • BackgrndNoize@lemmy.world
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    7 days ago

    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

    • Erusset@slrpnk.net
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      6 days ago

      there is a few games I’ve seen that labels stuff as “junk to sell”. that is nice and can be avoided

    • StupidBrotherInLaw@lemmy.world
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      7 days ago

      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.

  • MonkderVierte@lemmy.zip
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    7 days ago

    Btw, is there still no RPG that ties monetary worth to the probability of being robbed/atttacked at random?

  • MonkderVierte@lemmy.zip
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    7 days ago

    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.

  • AnimalsDream@slrpnk.net
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    7 days ago

    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?

      • AnimalsDream@slrpnk.net
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        6 days ago

        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.

    • AnimalsDream@slrpnk.net
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      7 days ago

      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.

          • tetris11@feddit.uk
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            6 days ago

            wait really? It’s been a while since I played, but I thought you had to enable the encumbrance cheat each time

            • AnimalsDream@slrpnk.net
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              6 days ago

              Well now I’m not sure. But it’s something I’ve done in both Skyrim and Fallout New Vegas, and I’m pretty sure when I load the save files, my adjusted carry weight is still there.

              • tetris11@feddit.uk
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                6 days ago

                Hmm makes sense actually – I guess if it’s a player stat that gets modified then it’s saved, but if it’s a world mod then that would be reset

  • kinther@lemmy.world
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    7 days ago

    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!

    • StupidBrotherInLaw@lemmy.world
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      7 days ago

      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.

    • Notyou@sopuli.xyz
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      6 days ago

      Is one of the consumables a little bomb or TNT thing. I remember that being useful. Use that to blow up enemies.

        • Notyou@sopuli.xyz
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          3 days ago

          I was confused a lot playing tunic. Collecting the pages to read helped a lot, but I still had to look up a few things online.

  • Ontimp@feddit.org
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    7 days ago

    Is inventory management actually a part of RPGs that anyone enjoys?

    Personally, it’s really not my favourite gameplay mechanic.

    • draco_aeneus@mander.xyz
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      7 days ago

      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.

      • Ontimp@feddit.org
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        7 days ago

        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.

    • Whirling_Cloudburst@lemmy.world
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      7 days ago

      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.