this post was submitted on 24 Nov 2023
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I haven't played, but does BG3 have the curse of inventory tetris?
As a D&D game, it really shouldn't have inventory issues. At low levels the only issue should be the weight of the bag. At high levels players should have access to bags of holding so that they can essentially keep anything they come across and not worry about the weight. Also, as D&D, your items should just be in a list.
It’s not inventory Tetris at least or even an issue of a carrying capacity (because you can right-click and send items to camp at anytime)…it's issue is the massive amount of items you accumulate and the difficulty of properly organizing/grouping and finding them. Sorting by stats & abilities is next to impossible…so your characters most likely are not equipping the best suited gear…and the potions, ingredients, scrolls…
I disagree. The number of "stuff" is important for RPGs. If you could only pick up "important" things, the game would have no real balance of mystery. Every meaningful item would obviously be useful in some mission or goal. I like it better where the stuff is plentiful and the mystery/puzzle is: can I use this? Can I use this generic poison in this giant pot of booze? Can I use this person's hand?
I feel like the puzzle is sort of beneficial by hiding important items or clever usages of boring items in the midst of all the guff.
I get why it's annoying but I think it adds to the games charm.
I love the puzzle, mystery and the massive quantity of items is a blessing. I want to be able to manage that well. ie let me tag items with custom labels and a send to my "possible puzzle items" chest, or my "tank gear" chest etc...that is all I want. This is the only thing that is holding back from a perfect 10. Edit: You could even in game rgp it by allowing the hire additional wagon(s) holding your traveler's chest(s)...idc just give me custom labels
Lol that's fair. I really wish we could manage things into chests. I want an armor chest, weapons chest, quest chest, etc. but I feel like the way it works right now isn't too bad but maybe I'm a glutton for pain.
I say I want that IRL
but i know full well that if all the slotted screwdrivers magically stayed in, or returned to, the allocated slotted screwdriver place, then I'd get spooked and wonder who's been f*ing with my tools.
I reckon best just to choose a character who would't care and try to RP that way.
They are just in a list. You can sort and filter the list, and certain small items will get added to pouches, eg keys.
The only issue is that the game doesn't signal what is worth picking up and what is not. If you're an obsessive, you can pick up 20 things in every room. Most of then are only interactive so that you can throw them at people. If you want to pick up 500 candles from a castle and sell them at 0.5gp each, you can. If you mean to do so, fine. If you're just doing it because slamming "take all" from every corpse is quicker, well then you are causing your problem.
If you pick up the weapon of every enemy you've killed, you kind of deserve it. That isn't d&d. By the second act you have magical weapons and never need a common weapon or armour again.
If by inventory Tetris you mean something like RE4's attaché case system, then no there's no reorganizing like that - it's closer to the Witcher 3's system, with a big grid of square images for each item and a section to the left depicting the character and where equipment can be slotted in. It's all just a bit cumbersome - item images are small and sometimes fairly generic, sorting options are few, juggling which characters are holding what, characters' inventories that are back at camp can't be accessed unless you go back and switch them into your party (AFAIK), which involves telling one character to stay behind, confirming with them, going over to the new character, asking them to join, THEN accessing their inventory.