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Luned: The Perfectly Annoying Inventory (P.A.In.) System would merge all of the following:
1. Drop metric craptons of randomized loot that are totally useless for your class/build.
2. Limit your inventory.
3. Don't have a quick-sell button, companion you can send off to sell for you, or instatravel to town & back to the precise spot you left.
4. Don't have anything in stock at the merchants that you actually want to buy with the gold you get from selling the loot after you trudged all the way to town (or trainers to spend it on, etc.).
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dtgreene: 5. Merchants have limited money, and that money is not enough to sell a typical amount of loot.
6. No option to drop anything you've picked up; the only way to get rid of an item is to use it up or sell it.
7. If your inventory is full when you find an item, the item silently disappears, even if it is a key item. This can make the game unwinnable.
Edit: A few more:
8. Items come unidentified, so you don't know if the randomized loot is useful at all until you go back to town.
9. The game frequently traps you in dungeons or has plot events that send you across the world, making it so that you often have no access to a town.
Seven more...

10: If you have a stack of bodies, only the top one will allow you to loot it. That body will continue to be a container after being emptied, permanently blocking off the other bodies. Bonus points if a key item is on one of them.

11: Having slaughtered your enemies, you leave to sell excess items. Upon returning from your merchant run, you find that all of the loot that was left behind has disappeared.

12: Items have durability, but are trivial to repair. EG: Using the repair hammer in Original Sin. Doesn't cost any resources, nor have restrictions in the field.

13: There is no option to hi-light items, and all items blend into the terrain. There is no HUD element to indicate that they can be picked up.

14: Key items can be dropped.

15: The HUD doesn't provide information about what an item does. Looking at you, Outcast!

16: The RPG tradition of hiding trivial items inside of random barrels, chests, and so forth. Sometimes there are unique items that don't have any useful or interesting function, beyond having a name. Metal Saga does this...
Post edited November 20, 2015 by Sabin_Stargem
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dtgreene: 5. Merchants have limited money, and that money is not enough to sell a typical amount of loot.
6. No option to drop anything you've picked up; the only way to get rid of an item is to use it up or sell it.
7. If your inventory is full when you find an item, the item silently disappears, even if it is a key item. This can make the game unwinnable.
Edit: A few more:
8. Items come unidentified, so you don't know if the randomized loot is useful at all until you go back to town.
9. The game frequently traps you in dungeons or has plot events that send you across the world, making it so that you often have no access to a town.
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Sabin_Stargem: Seven more...

10: If you have a stack of bodies, only the top one will allow you to loot it. That body will continue to be a container after being emptied, permanently blocking off the other bodies. Bonus points if a key item is on one of them.

11: Having slaughtered your enemies, you leave to sell excess items. Upon returning from your merchant run, you find that all of the loot that was left behind has disappeared.

12: Items have durability, but are trivial to repair. EG: Using the repair hammer in Original Sin. Doesn't cost any resources, nor have restrictions in the field.

13: There is no option to hi-light items, and all items blend into the terrain. There is no HUD element to indicate that they can be picked up.

14: Key items can be dropped.

15: The HUD doesn't provide information about what an item does. Looking at you, Outcast!

16: The RPG tradition of hiding trivial items inside of random barrels, chests, and so forth. Sometimes there are unique items that don't have any useful or interesting function, beyond having a name. Metal Saga does this...
Every game dev should be forced to memorize this list.
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DubConqueror: it's to, not 2 and for, not 4. It makes your post quit unreadable. I only use that kind of abbreviations if the length of a savegame name is limited, to make space for a few characters more (but not enough space in a save-game-name is another subject entirely).
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Luned: Ordinarily text-typing outside of a phone context drives me up the wall too. But, if I'm not mistaken, he posted a while back that he's had a hand/arm injury that means he types one-handed, so I cut him a bit of slack.
Thk u very much for remembering that i did indeed injured my hand/arm awhile back & trying to explain for me, i really appreciate it. Regarding my usage of 'short-forms', i have posted a reply to another member in another thread. For those of u who appreciates/likes reading my posts pls refer to my post in the GOG Community Gifting thread. For the rest who r not interested pls kindly ignore my posts in future, thks. :)
Post edited November 20, 2015 by tomyam80
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Luned: Ordinarily text-typing outside of a phone context drives me up the wall too. But, if I'm not mistaken, he posted a while back that he's had a hand/arm injury that means he types one-handed, so I cut him a bit of slack.
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tomyam80: Thk u very much for remembering that i did indeed injured my hand/arm awhile back & trying to explain for me, i really appreciate it. Regarding my usage of 'short-forms', i have posted a reply to another member in another thread. For those of u who appreciates/likes reading my posts pls refer to my post in the GOG Community Gifting thread. For the rest who r not interested pls kindly ignore my posts in future, thks. :)
I'm sorry to hear you injured your hand & arm. How is healing progressing?
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Leroux: I admit I'm an OCD pack rat who has a hard time trusting the games that "you don't need the money / the best and most varied equipment to provide for all kinds of contingencies" and "it's cool to use your resources as you go instead of saving them until you really need them" etc. (once burnt, twice shy - thank you old-school gaming! :P).
Word. Maybe that's the reason why I don't like games that are heavy on loot. If it advertises with, or gets praised for its 'tons of loot', I'm instantly losing interest. Inventory management has to be a relatively unimportant element for me to enjoy a game. The Souls titles, though they're rather light on the RPG aspect as well, get it right. In Demon's Souls you can't even sell anything. If it isn't of any use to you - just dump it. No carrying around useless and worthless crap until you find a merchant where you sell it through a painfully inconvenient menu to get a fistful of coins for it. The less loot the better.
I'm definitely an OCD hoarder type. I finish every JRPG with a stack of potions taller than a sky scraper, along with useless battle items (does 40 fire damage!) that I never use. But I don't sell them just in case I might need them.
Admittedly JRPGs tend not to have inventory limits at least (or if they do they're never reached because there are only so many items in the game anyway) but it still makes me wonder why I've kept the items that I've literally never used and are next to useless at the end of the game...

But I've been playing a lot of Tales of Maj'Eyal at the moment and it's a game that does loot pretty well. It's pretty easy to unlock an artefact for all new characters (it's a roguelike so you start over a lot) that automatically turns your items into gold when you change floor in a dungeon. So items are automatically picked up and put in the box (which doesn't effect your encumbrance) and if you don't take them out they are auto sold. So you just need to check which ones are of any use to you and trash the rest.

Gold on the other hand is next to useless unless you get lucky and a merchant has an awesome item or artefact in their inventory...
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tomyam80: Thk u very much for remembering that i did indeed injured my hand/arm awhile back & trying to explain for me, i really appreciate it. Regarding my usage of 'short-forms', i have posted a reply to another member in another thread. For those of u who appreciates/likes reading my posts pls refer to my post in the GOG Community Gifting thread. For the rest who r not interested pls kindly ignore my posts in future, thks. :)
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DubConqueror: I'm sorry to hear you injured your hand & arm. How is healing progressing?
I'm much better now already, thk u for ur concern. However, while i have more or less recovered i may need a couple more weeks or so for a near-full recovery.
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dtgreene: 5. Merchants have limited money, and that money is not enough to sell a typical amount of loot.
6. No option to drop anything you've picked up; the only way to get rid of an item is to use it up or sell it.
7. If your inventory is full when you find an item, the item silently disappears, even if it is a key item. This can make the game unwinnable.
Edit: A few more:
8. Items come unidentified, so you don't know if the randomized loot is useful at all until you go back to town.
9. The game frequently traps you in dungeons or has plot events that send you across the world, making it so that you often have no access to a town.
avatar
Sabin_Stargem: Seven more...

10: If you have a stack of bodies, only the top one will allow you to loot it. That body will continue to be a container after being emptied, permanently blocking off the other bodies. Bonus points if a key item is on one of them.

11: Having slaughtered your enemies, you leave to sell excess items. Upon returning from your merchant run, you find that all of the loot that was left behind has disappeared.

12: Items have durability, but are trivial to repair. EG: Using the repair hammer in Original Sin. Doesn't cost any resources, nor have restrictions in the field.

13: There is no option to hi-light items, and all items blend into the terrain. There is no HUD element to indicate that they can be picked up.

14: Key items can be dropped.

15: The HUD doesn't provide information about what an item does. Looking at you, Outcast!

16: The RPG tradition of hiding trivial items inside of random barrels, chests, and so forth. Sometimes there are unique items that don't have any useful or interesting function, beyond having a name. Metal Saga does this...
Here is another one:
17. There is a bug that causes items to disappear from your inventory in a seemingly random manner.