Starfield and Baldur’s Gate 3 both weigh the player down with encumbrance. Love it or hate it, it seems like it’s here to stay.

  • Knusper@feddit.de
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    1 year ago

    In my opinion, it works best to make loot non-sellable. It takes away the need to fill your inventory with tons of garbage, just to carry it to the store. Instead, your inventory can be reduced to a size that meaningfully limits your options during challenges and forces you to select your equipment strategically.

    • Erk@cdda.social
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      1 year ago

      Not so much for these games, but this conversation had me thinking about alternate mechanics for loot sales in the open source game I work on, and I think one solution is to have any loot of any value use more of a pawn shop/consignment mechanic. Rather than selling guns individually maybe you can put your crate of used weaponry up for sale on the black market, and then you have to wait for a buyer. Might take a long time depending on how much they’re worth.

      • Knusper@feddit.de
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        1 year ago

        Hmm, do you mean with a limited number of slots of what can be on offer in the pawn shop? So, that players can maybe grab one or two trophies for selling and leave the rest behind? Otherwise, I’m not sure, what your idea is. 🙃

        • Erk@cdda.social
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          1 year ago

          No, I mean when you the player want to sell your items you have to put them up for sale on the black market and wait for buyers, and there’s a simple demand algorithm that determines what kind of price you’ll get and how long it will take.if you’ve flooded the market with cheap guns, you don’t get much for them.