Gairnulf Posted November 1, 2015 Share Posted November 1, 2015 I thought I'd write this as a response to another thread, but since it got long and not related to that thread's subject, I'm going to post it here. There's quite a difference between "challenging" a player's free time and challenging a player's strategic thinking ability. If their intention was to challenge the player's free time, why have they implemented the stash? They even made it possible to rest from anywhere once you reach the keep area to prevent "making the game less enjoyable" for those who wish to "abuse" extra free stats. I'm going off topic here, but since the stash was mentioned... I think the point of the stash is "convenience" rather than "save the player time". If the player wants to save time he shouldn't be playing a game in the first place. Some people have commented that managing the inventory was a tedious activity in the IE games. I say that managing the inventory was a part of PnP on which the IE games are based. If a fantasy cRPG for s.o. is "I go around killing monsters", then the IE games are not the right thing for them. Weight allowance and limited inventory space added fun for me, and probably for many others, while the limitless inventory causes unforeseen problems, which are evident by now, and I've mentioned previously. Not that the IE games' inventory management was perfect of course - enough to remember that you can fill up your inventory with very light objects and still be unable to pick up something, not because of its weight, but because your grid is full. I think the stash in PoE can be quickly fixed, if it just gets a weight allowance limit, based on the party's total constitution, or total strength. Then the stash would play the role of the party's combined inventory, with the individual grids only used for the player's convenience, to put items associated with a given party member into this party member's grid. Whenever something goes to a party member's grid, or stash, its weight is measured against the total party weight allowance limit. This would spare the shifting of inventory items between players' grids while still requiring the player to manage the total weight of the party's inventory. In case that fills up, the player can hoard items in containers which however would not be accessible from anywhere in the game, like the stash is, but in return, the weight of items stashed there wouldn't count towards the party's limit. Handling changes to the party's weight limit when party members are added and removed: Simplest solution I can think of - excess non-quest items, sorted by lowest price are "magically" sent to a container in the Stronghold. If the player removes one of the three party members he can have before getting to the Stronghold, then if the updated inventory size would exceed the new limit (after removing the party member), excess items are stored in that party member's inventory in such a way as to reduce the party inventory's weight down to a possible minimum, while removing the maximum weight for the minimum money cost of items. A Custom Editor for Deadfire's Data: Link to comment Share on other sites More sharing options...
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