ZyroMane: People don't use consumables even when they are useful. FFS, look at how many people hoard consumables in games like Swordflight, Knights of the Chalice, and Age of Decadence. And that's because the average person is allergic to fun and abhors quality.
You can't develop around stupid. And you shouldn't cater to decline.
I disagree with your assertion that players will hoard consumables is "stupid".
Thing is, there are reasons that players may hoard them:
* The player is saving them for a tough spot, which, it feels, is how consumables should be meant to be used. This works if the game's difficulty increases as the game progresses, with the final boss being the peak. It just happens that, unfortunately, this is not true nearly as often as it should be; the game fails to sustain its difficulty as the game progresses.
* Such a player may have been burned by incidents in the past where consumables that are readily available at some point in the game become scarce later on.
* Quite often, particularly when it comes to attack items, the items don't feel strong enough to be worth the trouble, and they're not the sort of item that can get you out of a crisis, so they tend not to get used.
(By the way, for the CRPG I'm making, I'm designing it so that you can't avoid using up either MP or item durability; different character types may have the option of using MP instead of durability for certain items, however. Then again, the game design is quite different from Wizardry 8, having more in common with early SaGa.)
ZyroMane: Wizardry 8's combat has many of the cons of both blob combat and tactical turned-based combat, and none of the best pros—which is something of an issue for a combat simulator, as netizens called it upon release.
I'd argue that it does have many of the pros.
In particular, the combat does have a nice rhythm, something you don't see in fully real-time combat. (This even applies in Continuous mode.) Also, there's the lack of having to micromanage each character's location; you can just give an order to attack, rather than having to order both movement and attacks.
It's *way* better than the real tine with pause combat that has plagued so many WRPGs from the release of Baldur;'s Gate onwards; now *that* is a case of the worst of both worlds. (Although it's not the first bad WRPG combat system; see Ultima 7 for an example of a game with *horrendous* combat.)
By the way, going back to consumables, Final Fantasy 5 did something rather interesting, that probably got some players to use consumables when they wouldn't usually:
* In FF3 and FF4, there's rods, found early on, that can be used as items to cast low-level spells. These are weak, but do not get used up, so they serve as basic attack substitutes for spellcasters when you don't want to spend any MP.
* FF5 gives you some rods early on, so it's likely that players will try to use them in a similar manner. When the player uses it, they will notice that the spell cast is a *powerful* spell, one that very likely ends the combat where it's used, but the rod *breaks*, making it a consumable. That, I'd argue, is the sort of high impact that an offensive consumable needs to have to get players to use it. (Worth noting that rod breaking is so powerful that, at that point in the game, a boss can be killed with just 1 or 2 broken rods.)
* The game provides a few other ways to use consumables, including the incredibly fun and versatile !Mix ability.