On one side it doesn’t seem this topic was covered in any recent dev log, so in theory thread could be closed, on the other side I’m happy people are and might continue bumping it (even if talking points stray too far from the subject) as there are pretty much no tools to apply pressure that would lead to changes other than the will of the consumers, when considering upcoming changes to the game.
One thread is borderline nothing, but it’s better than nothing.
I’m just checking to see if there’s some mod/dev icon present among the replies, but the last sentence from the post above caught my attention:
It is very condescending and annoying and ultimately- comes off as slightly ill-willed, even if unintentionally.
I’m still waiting for any serious counterargument for such change.
Leaving aside lazy, disregarding arguments (‘that’s the dev vision, dude’) and acknowledged, possible hard-coded tech debts in the engine, none of the approaches to this issue produce a sensible reason why this current situation shall continue unchanged.
First thing- it’s pretty funny, as people doing inventory Tetris are spending a lot of time on it, and are very good at it. Personally, I’ve probably spent (counting from WAY before components start stacking) more time on managing stash and mules, than I’ve spent playing both Neverwinter Nights.
If there are people having problems with it, it’s the ones throwing everything into the void of inventory editors, letting the script assign the numbers and sort it out :^)
Everybody plays differently, but not only mentioned by others infinite stash is overkill, but even mentioned by me 50x shared stash is an overkill. In practice when it comes to shared stash, I’m only interested in having all armor in one place + couple of tabs for jewelry and shareable components.
Already I’m mentally allocating all shields to the main sword&board character, all magic off-hands to the main caster, and all 2h melee to such character, same with firearms…1h melee and magic off-hands are tricky, as shared by a lot of classes and builds, but whatever.
In the end, it’s just about LESS inconvenience and less time wasted on switching mules, nothing more. Loot is a core mechanic, and managing it over hundreds or a few thousand hours over… decades (since TQ) is just really. really. exhausting.
From a lore perspective it’s ridiculous a demi-god hero, slaying millions (millions must die!), drowning in resources, can’t afford a few chests, while could buy an entire village or castle.
From a design perspective it’s borderline hostile to players that would use it.
It doesn’t benefit developers at all- what, I should throw that unique item away, and next time when I need it (and remember its existence without having to browse online databases) I should… farm for it for an extra 5 or 50 hrs? While having 1400hrs already sunk into this game? Are you out of your mind?
There is no benefit- people bought the game, and expansions, recommended it and continue to do so, maybe reviewed it on Steam and other places. Being able to store armor together won’t make them stop picking loot, or stop playing the game. If anything- being able to conjure items from the Void makes me want to do that, as outside of leveling and building char, there’s mostly just loot and immersion around growing in wealth and power.
I always pick all loot, to compare it to copies already own (and throw away weaker variants). Nothing changes, besides the need to go to the menu and load ‘mule #11- pants’.
Somebody’s experience with the game is tampered when other people don’t have to reload their characters?
And it’s not a small issue. And even if someone thinks that way, it’s still a base of the main game loop that repeats with a very high frequency, over an ungodly amount of hours. More than most games would be courageous to even ask for. In a series with lower quality and fun factor, I’d quit pushing forward after completing Immortal Throne once.
It’s not a PvP game. There is no advantage to gain by being able to see more items at the same time.
I checked a couple of inv managers in their newest builds, and the amount of extra busy work and clicking is as bad as it was, and none of them are a solution.