Underrail's main themes are building a new future, letting go of the past and learning from mistakes.
If you avoid overencumbrance it means that the old world no longer weighs you down and you're ready to forge your own future (sacrifice charons in Forge or buy decorations for your home).
Howewer if you use cheat engine you prove that you're no better than Biocorp and Lemurians who were also both heavily reliant on their tech, and you're doomed to repeat their mistakes.
Learning from mistakes comes from constantly reloading/ completely rerolling your build and actually receiving experience from studying old world junk.
TLDR- where you see annoyances, I see meaningful mechanics that complement the game's main themes. Of course you need a high IQ to understand it.
PS: To similar minded individuals- I still don't quite understand the symbolism of locusts. Am I on the right track with the ancient Mesopotamian cult of fertility, or is it more in line with the role of locust in the Old Testament?
The Merchants Guild™ approve.We need more wheelbarrows and trolleys in our games.
I've thought about this a lot. The idea of a "loadout" is kind of interesting. You can give the player unlimited inventory space, but only allow them to use a few items in any combat encounter or in any dungeon. It's hard to justify from an in-universe perspective unless you pretend that the party has an invisible wagon carrying around all their shit but they don't have access to it in fights.Inventory management should ultimately provoke a good choice, but not make gaming a chore. So if I'm in the middle of a dungeon, I don't want to be making the choice "right, do I drop X items or take Y item instead?" Especially as most games are dungeon>loot>sell. All it ultimately does is slow you down. What I want to be choosing is "Do I use X weapon or Y weapon for my mission", or "Do I take X potion or Y postion" on it.
Again, it all comes back to how much the devs can be arsed with anything.
This is true when you can discern which items are useful and which are not. So early on people tend to carry everything on them and it turns into a force of habit. This gets worse if you have a crafting system that you still have to learn about.Why not just loot the useful/valuable items? There's no need to haul around two dozen rusty daggers to sell for almost nothing.
I've thought about this a lot. The idea of a "loadout" is kind of interesting. You can give the player unlimited inventory space, but only allow them to use a few items in any combat encounter or in any dungeon. It's hard to justify from an in-universe perspective unless you pretend that the party has an invisible wagon carrying around all their shit but they don't have access to it in fights.Inventory management should ultimately provoke a good choice, but not make gaming a chore. So if I'm in the middle of a dungeon, I don't want to be making the choice "right, do I drop X items or take Y item instead?" Especially as most games are dungeon>loot>sell. All it ultimately does is slow you down. What I want to be choosing is "Do I use X weapon or Y weapon for my mission", or "Do I take X potion or Y postion" on it.
Again, it all comes back to how much the devs can be arsed with anything.
Press F to honor gud bois
This is the gross voliation of the Codex's standards, Brother. Please follow proper armor protocol for combat deployment:Aye, but there's always ways round it. E.g. you could "beam" in a weapon Centurions stylee......
Points in STR is never wasted!It is quite annoying, if at character creation you know you have to waste some points to STR or the whole game becomes a painful experience.
What if you need this shit for quest later?This is true when you can discern which items are useful and which are not. So early on people tend to carry everything on them and it turns into a force of habit. This gets worse if you have a crafting system that you still have to learn about.Why not just loot the useful/valuable items? There's no need to haul around two dozen rusty daggers to sell for almost nothing.
Exactly!What if you need this shit for quest later?
more games need the little donkey good boy to carry treasure
im pretty positive its from Dungeon Siegemore games need the little donkey good boy to carry treasure
What game is this from?
What game is this from?
murder hobos are antithesis of functional members of societyI want 1 INT retards to not be able to be functional members of society
Not all RPGs should be about murder hobos. :discocommunism:murder hobos are antithesis of functional members of societyI want 1 INT retards to not be able to be functional members of society
I fought hard for that loot, I deserve to keep it without tons of fucking inventory management busywork!
Daggerfall did it best by giving you a cart. There's no reason not to scavenge a daungeon for loot and pack it into a cart for sale after you done genociding the mooks inside
It is quite annoying, if at character creation you know you have to waste some points to STR or the whole game becomes a painful experience.
Depends on how long and how dangerous the way between the dungeon and the shop is, and whether encumbrance has additional effects. It worked quite well in Realms of Arkania.Also, anyone who thinks that forcing upon a player the annoyance of having to make 10 trips to the shop and back is gonna "fix" the game economy is plain retarded.
Thing is, that's precisely how it works in Underrail - which inspired the OP. Hoarders are incurable.just don't have the town merchants buy every piece of shit you collect