• undefinedTruth@lemmy.zip
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    6 days ago

    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.

    • grte@lemmy.ca
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      6 days ago

      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.

      • RebekahWSD@lemmy.world
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        6 days ago

        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!!

  • Racoonwithbenefits@lemmy.zip
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    6 days ago

    I always think, the game is designed to be beaten without using limited resources…

    So obviously i should beat this part without it coz the next area will be harder and then i might need it

  • Cethin@lemmy.zip
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    6 days ago

    Any game like this that doesn’t have a value/weight display somehow is not designed well. It’s the single most important stat for most of them. Somehow Bethesda games still don’t ship with it and it needs to be added with mods.

    • Katana314@lemmy.world
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      6 days ago

      Arc Raiders doesn’t because it built the value of items around needs other than direct selling. It’s a nice way to get you to think about direct utility rather than monetary use. Honestly, in most good RPGs large sums of money are not all that useful.

      • Cethin@lemmy.zip
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        6 days ago

        Yeah, I agree, their system is better. Money/value is still important though. FO4 also tried to do this, but it’s too easy to just buy (or farm) whatever you need at any moment.

  • RejZoR@lemmy.ml
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    6 days ago

    Yup, that’s me. Hamster extraordinaire. I always hoard everything that isn’t bolted down, carry around 150 medpacks and I usually go for some kind of health regenerating capabilities which I prefer to use before I use medpacks so now I have 250 medpacks just in case for the boss. Then I finish the game with 245 medpacks left coz boss wasn’t really that hard and my regenerating health perk did most of the heavy lifting anyway XD

      • RejZoR@lemmy.ml
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        3 days ago

        Though in fairness, boxes and drawers of many things have indeed provided a lot of value through years. I also do lets say yearly cleanups where I comb through things, throw away what hasn’t been used to for a while or what doesn’t have a purpose anymore so it’s not just endless hoarding. I don’t just hoard clutter and junk.

      • jaybone@lemmy.zip
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        6 days ago

        I bet there’s a much larger percentage of gamers who do this, compared to irl hoarders.

        I think it has to do with the fact in the game you don’t know what’s coming next. But irl you know you can get more shit at the store next week, so you can throw out this week’s trash and you’ll have more soon.

        • rants_unnecessarily@piefed.social
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          6 days ago

          Except the hoarder mentality is mostly “I can’t throw this away, I might need it later”. Knowing you can get a new thing from a store, doesn’t enter into it, just like in a computer game.

  • BackgrndNoize@lemmy.world
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    5 days ago

    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

    • StupidBrotherInLaw@lemmy.world
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      5 days ago

      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.

  • Iced Raktajino@startrek.website
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    6 days ago

    Every time I play Skyrim:

    “You are carrying too much to be able to run”

    Inventory:

    • 30 “Solution of Strength” potions

    Me: But I might need those later.

    • lightnsfw@reddthat.com
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      6 days ago

      I just cheat to make my carry weight huge when I play skryim or fallout. I am not going to be wasting time fucking around with an inventory limit. It’s stupid.

        • lightnsfw@reddthat.com
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          6 days ago

          Being able to carry around 15 swords and 3 suits of armor is already breaking immersion. Drawing the line at 300lbs or whatever it is by default with no account for the bulk of the items you’re carrying is just weird. Either be realistic about carrying things or don’t.

          • Lemming6969@lemmy.world
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            5 days ago

            A game is defined by its restrictions, otherwise it’s not a game. It doesn’t need to be realistic, it just needs to have something where at some point you must make a strategic choice.

            • lightnsfw@reddthat.com
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              5 days ago

              The strategic choices should be about making the game fun and interesting. Not more tedious. All the carry weight limit is doing is making it take more trips to clear a dungeon, it doesn’t add challenge to the game, it’s just boring.

              • Fearpanic@piefed.social
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                5 days ago

                You can argue, that the decision of “what are you taking with you”, is equally a design element to consider. I like games, where there is real reason behind taking this or that loot. But I enjoyed gothic remakes endless inventory too.

                • lightnsfw@reddthat.com
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                  5 days ago

                  I didn’t deny that it was a design element. Having to select certain pieces of gear or buffs or whatever for your build is interesting. There are games that do that well. But the way it’s implemented in Skyrim and Fallout doesn’t make sense. You can still carry enough potions to just chug your way through the boss fights and all the magic items you could want for various situations. All it’s doing is making it take longer to move the shit you’re going to sell around. Just not being able to haul everything out at once adds nothing interesting to the game. It’s easily mitigated but there’s no strategy to just stuffing everything into a severed limb on the way out and running back and forth to town to dispose of everything. It’s just wasting the player’s time.

  • MonkderVierte@lemmy.zip
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    5 days ago

    Btw, is there still no RPG that ties monetary worth to the probability of being robbed/atttacked at random?

  • MonkderVierte@lemmy.zip
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    5 days ago

    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.

  • Cypress@lemmy.zip
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    6 days ago

    I treat consumables as though they are power ups. I don’t let myself keep more than 10 of them at a time UNLESS there is a specific point at which I’m scheduled to use all of them at once. Such as, if there is a particular boss battle where I am planning to go all out and curbstomp the enemy with extreme prejudice out of sheer spite.

    Some particular foes I’ve encountered in the Trails of Cold Steel series really piss me off and I feel a distinct sense of pride when I don’t even give those fuckers a TURN, leaning hard on time-elemental spells to grant my allies extra turns, and interrupt combo crafts too. Even though I was “scripted” to lose, I wanted to show them how fast shit gets real and they need to stop fucking around. If not for any other reason, i like to save time on a fight that doesn’t deserve to be drawn out - WITHOUT surrendering.

    Those arrogant shitbags talk a big game but I slapped that underestimating charade right off their smug goddamn faces before they get a chance to BLINK. I like to really get into playing the roles in my role playing games, you see, and narratively i like to think it’s my party making the antagonists regret toying with us. They will remember that the only reason they survived was because they were holding back. And the next time … NOTHING WILL HELP THEM. 😈

  • Septimaeus@infosec.pub
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    6 days ago

    Those who say “socioeconomics is the dark truth of the marshmallow test” labor under blissful misapprehension of this fact…

    A reality darker even still…

    *opens player inventory, releasing avalanche of 65,535 marshmallows*

  • kinther@lemmy.world
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    6 days ago

    Struggling through Fallout Tactics right now and having to use the lockers they provide in each bunker, then moving all my ammo/healing/weapons to the next bunker. I CAN’T CARRY EVERYTHING DAMNIT!