What are upsides to allowing player hoover everything not nailed down without limitations?
I love ya DraQ, but how is the answer to this question not completely fucking obvious? Not everyone loves inventory management, especially with crafting supplies where you'll never know what you're gonna need and when. It just adds tedium to run back to some box somewhere when you get a new recipe/blueprint.
I will help you out:
- Bigger companies need more management.
- Bigger emergencies need more management.
- Bigger risks need more management.
- ??? inventories need more management.
Fill in the '???' part.
I'm all for restricting weapon and armor carrying because it has a gameplay effect, making you choose loadouts and whatnot.
If something has no gameplay effect why the fuck is it even a part of your game mechanics?
Same with potions, limiting them effects your prowess and such. However limiting crafting supplies just creates busywork for no benefit.
Ingredients are often just potions or other useful items in disguise, so limiting them makes sense.
Most of the stuff is tradeable, meaning lack of restriction allows you to accummulate and move unlimited wealth around as long as you obsessively hoover up everything. That's not good gameplay and it breaks economy.
Crafting supplies can be split into rare, and common. You will typically hang onto the former and they are rare enough to either not be a problem, or, if they are large or heavy enough to make storage an interesting logistics problem rather than usual busywork.
If they are common - why the fuck would you obsessively hoover every single instance you find in the gameworld?
In short, if not being able to move massive amount of crafting ingredients hobbles your crafting system, something is seriously fucking wrong with your crafting system.
Fix your shit instead of shooting the messenger.
Weight (numerical) is kind of redundant, as the grid and item size already simulate it in a way.
No and no.
Items can be bulky independently of being heavy.
Suit of magical or chitin armour can be light, yet bulky.
A fistful of osmium or flask of mercury will be compact, but heavy.
A lot of items you'd rather prevent player from carrying in large numbers are bulky rather than heavy.
A lot of mechanical effects you'd like to affect character are based on carried weight, not bulk.
A lot of interesting mechanical properties of item themselves are a consequence of one or the other - container capacity or ability to block a passage is a matter of bulk, what happens when you drop item on someone is a function of weight, etc.
Those two are distinct and should be handled separately.
If they are conflated, stupid shit ensues - like being able to infinitely nest barrels or chest, then drop the resulting black hole on unsuspecting enemies, or infinite cargo space in one Eve patch.
Inventory tetris is uniquely qualified for handling item size and shape in intuitive manner.
Simple counter handles weight well enough.