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I talk about the effect this channel has had on me, including on my professional experiences.
I talk about the effect this channel has had on me, including on my professional experiences.
I have talked a lot about encumbrance and carry weight mechanics in other videos, so I have collected all my thoughts in one place.
If items weight a lot and you can only carry a select few, I'm sure that more than one player may decide to simply take 5 additional trips back and forth to sell everything.
I have talked a lot about encumbrance and carry weight mechanics in other videos, so I have collected all my thoughts in one place.
I have talked a lot about encumbrance and carry weight mechanics in other videos, so I have collected all my thoughts in one place.
This hits SO hard.
I'm definitely a retard with regard to hoarding stuff (especially potions/consumables and scrolls) in cRPGs and never using it. I just can't.
I'm playing through BG right now and not having a bottomless bag almost physically hurts me.
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Heresy!RIP OFF THAT BAND AID AND USE THAT SHIT!!!
USE IT NOW!!!
Tim forgot another solution that Troika used in Bloodlines: the inventory is almost limitless, but there is not that many stuff to pick up in the first place!
Unfortunately, that meant a tradition of stupid but convenient inventory-equipment systems.
Unfortunately, that meant a tradition of stupid but convenient inventory-equipment systems.
For me coming from Doom and Half-Life Bloodlines had the perfect inventory system: a real inventory for special items and a weapons-converted-to-ammo system like in the FPS. No need to collect weapons and sell them to stupid vendor machines!
I talk about a setting design technique where you make a single change to an otherwise familiar setting, and then you imagine all the effects that one change would have.
I talk about a fun mechanic for a computer RPG: withholding knowledge of the players' powers and letting them figure it out.
Tim keeps mentioning ''the economy'' as if it was something that devs have any control over.
If items weight a lot and you can only carry a select few, I'm sure that more than one player may decide to simply take 5 additional trips back and forth to sell everything.
It would be better to make loot rare and more valuable while keeping a reasonable amount of the weight system, instead of doing the usual move of flooding you with garbage and then expecting the players to decide which one of these 29 enchanted axes that you got on the first 5 minutes of the dungeon is worth using.
Nevermind the part where this type of design forces you to have a dedicated mule cause your twink wizard boy can't hold more than 2 scrolls in his pathetic arms without breaking down into tears, that's another issue with linking the weight system to strength.
He talks too much.
Notice how both Roguey and Infinitron rated your well thought out, and absolutely correct post as NO.Somebody needs to have an intervention with the dude. He needs to stop.