Posted November 20, 2015
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.).
dtgreene: 5. Merchants have limited money, and that money is not enough to sell a typical amount of loot. 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.).
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.
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