Im at a point in my life where I know I will not use consumables, so I just sell them to get permanent upgrades and cosmetics instead
But they may be useful sometime
No, being surrounded by these overleveled enemies does not call for using this health potion
Nope, this boss is hard but I still have 113 carrots to eat
It’s the final boss already? Huh, better save all my 692 health vials for the later stages of this fight
I hate games with a lot of collectibles and hidden Easter egg stuff, since I’m a completionist and a hoarder, I waste so much time digging through things that lose track of the main missions and story and then the game becomes a drag
there is a few games I’ve seen that labels stuff as “junk to sell”. that is nice and can be avoided
I tried a game called Crystal Project that was fun until I realized I hadn’t left the tutorial area after an hour due to feeling the need to complete all the parkour puzzles. It turned out some were to be solved later, but this isn’t obvious without spending time determining if it was a particularly hard jump, an impossible jump, or the wrong route altogether.
Lovely game but no. It’ll drive me mad. I now understand why games often present challenges sequentially and make it obvious when a challenge cannot be completed until a later time.
modifies the game files to increase carry weight and continues taking everything
Btw, is there still no RPG that ties monetary worth to the probability of being robbed/atttacked at random?
Some artist in the 16th century: “Let’s put some interresting artwork on these cards.”
Some people in the 20th century: “It’s for diviniation, right?”
Oh, and the weird thingsda? Might figure it out later or be related to a quest (i don’t have to run back here). Better take it.
You just broke the main quest chain.Ever play the legend of dragoon? Real gamers know the pain of that inventory.
32 items and no more! It was more realistic, but fuck mate. I’m playing as multiple people with dragon powers. I can suspend a little more disbelief for convenience.
keep every high level consumable until end game, spam the final boss with a storm of fury never seen before
Modded minecraft feels exactly like that
“Wait!! A strange flower”
“Ooh this fruit seems useful”
“A new wood, i should take the sapling”
“An enchanted book? Well you never know when it may be useful”
“A rainbow gem, it could unlock some powerful gear”
And then you barelly have any space left
GTNH suffers from this a lot, especially at the beginning 😅
Thousands of items, you always need to carry around at least 5 different tools because you constantly use them.
Even going mining fills up your inventory with so many types of the same ore (raw copper ore, crushed copper, impure copper dust, copper dust, … ), not to mention if you decide to go loot a dungeon.
Also you unlock AE2 200h into the game, so good luck with your chests until then!
It’s a fun modpack though, I still reccommend to try the 2.9 beta and laugh at the ridiculous crafting trees and how painful everything feels (try to craft a door, good luck!)
The more i hear people talking abour GregTech, the more i fear to start playin it
Hoarding forever
Laughs in player.setav carryweight 5000
I’m playing Tunic now, and literally have no idea what the consumables even do, so I’m just holding onto them.
Is inventory management actually a part of RPGs that anyone enjoys?
Personally, it’s really not my favourite gameplay mechanic.
It’s one of those mechanics that protect the player against themselves.
Obviously, without carry weight, grabbing every single item that isn’t nailed down, then going merchant to merchant selling everything is the obvious ‘best’ way to play. It nets you the most gold, certainly. However, pixel-hunting every room making sure you’ve picked up every bowl and broom isn’t actually that fun, moment-to-moment.
Even if protecting players is the intent, it usually just takes me out of the immersive RPG experience.
I want to explore a location, fight enemies, talk to NPCs etc. - but then I pick up some loot and suddenly I’m incumbered (DnD-style games) or have to play Tetris (Diabolo, Path of Exile, Titan Quest, etc.) to fit my new loot in.
It breaks my immersion to suddenly switch from resolving epic conflict XYZ to comparing stats between swords because I cannot carry both. It feels like a chore.
If there is a good crafting system, it can be quite fun. In multuplayer, it can be a main source for roleplay for a trading build.
Setting up a browsable wares shop is a nice mechanic that can play into it too, especially, with interactive placables.
This is the main thing that drives me away from the majority of isometric action rpgs, like Diablo 2. Insanely too limited inventory space. Also one of the reasons Torchlight 2 is still my go-to even after all these years.
Like seriously, for a game that sends a veritable flood of interesting loot your way, wtf is this D2?

That’s what Town Portal is for.
Using the town portal every 15 minutes isn’t fun. As I said, Torchlight 2 did it significantly better. Slot-based inventory so you don’t have to do the stupid tetris stuff. More space. A pet with their whole own inventory. Then when you’re full, just offload the junk to your pet and press a button to have them sell it all in town.
I can’t go back to games like D2 after experiencing that.
Oh, and in Bethesda games, you can bet I am using console commands to give myself 10,000 carry weight. Waste my level ups on encumbrance perks my ass.
And then each time you load from a save, your character is crushed
No, it’s persistent.
wait really? It’s been a while since I played, but I thought you had to enable the encumbrance cheat each time
Well now I’m not sure. But it’s something I’ve done in both Skyrim and Fallout New Vegas, and I’m pretty sure when I load the save files, my adjusted carry weight is still there.
Hmm makes sense actually – I guess if it’s a player stat that gets modified then it’s saved, but if it’s a world mod then that would be reset
Then going to the first vendor in town and forcing them to buy all your crap even though they clearly have no use for it.
I’m not putting a gun to their head. If they are willing to buy this loaf of bread I found in a dungeon that hasn’t been opened in 1000 years, that’s on them.
I loved that about Recettear, could sell food I found in a dungeon for god knows how long, and even for huge prices if things were marked up! Bad grain harvest this year? But some century old bread for like 200!!
In BG3, though, old dungeons are full of rotten food that’s nearly worthless at shops and will make you temporarily sick if you eat it.
(Though it’s still odd that vendors are willing to buy extremely rotten food for 1 currency each. Honestly, they shouldn’t be willing to buy it at all.)
Suspends disbelief a little that the food is still rotting in centuries-old dungeons. Maybe should have some completely dried-out fungus in the vague shape of the food, that collapses into dust when your presence moves the air that’s sat motionless for decades.
Not that the DnD economy makes any sense anyway, of course. Bret Devereaux, in amongst his other excellent writings, did an excellent explanation of why “gold currency” wasn’t a thing in historical times; he’s written specifically about BG3’s armour problems as well.
Maybe they got some mad profitable composting business on the side.
I’m pretty sure they can use a scroll of Soul Render, 87 apples, 4 bricks of osmium, and the left eye of god for something. They have a sawmill and a butcher








