From: David P. <dp...@ma...> - 2017-05-31 00:08:27
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On Tue, 30 May 2017, Alex Jurkiewicz wrote: > I like the idea of having fewer potions with broader use cases. It will > make deciding when to use a potion much harder. > > Rather than offering the player two levels of quaff menu (which this > proposal seems to do), I suggest changing potions to apply ALL the effects > at once. A potion of power would give might, agi and brill. Etcetera... Agreed to both. I think that's a good idea. > (Inventory pressure also doesn't present interesting choices: there are > always enough "strategic" items in a player's inventory which can be > dropped without concern. It just makes the player backtrack more, which is > a tedious activity.) Inventory pressure *could* provide interesting choices. In Crawl it doesn't, because you can stash items for later. In this sense, the limit of 52 items is a crutch. However, I am absolutely against allowing unlimited inventories. (Once possible, everyone will carry everything that might be remotely sensible to carry which is basically: everything. Browsing through the inventory list would be that much more painful.) If you want to solve this problem, then it would be necessary to dig deeper, I am afraid. One solution is a tough clock (such as Crawl has), but I'm sure that a branched dungeon layout like Crawl's forbids that. Another approach to force decisions is something I mentioned before: items dropped or left on the ground disappear. However, I think the best course is to slowly combine items. This will reduce inventory pressure little by little, too. Cheers, David |