*tink tink*

*tink tink*
I do not enjoy encumbrance mechanics

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Your brain is over encumbered with shit

Baste

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Hot fact.
Deliberately limited inventory is bad design.

It's actually great design but most games fuck it up

t brainlets

name one game where it's done well

>OC has gotten so bad people cant even draw a fork or a hand
frogs and wojaks ruined you people.

Kenshi

*clears throat*

hey
weapon durability isn't fun

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For me it’s hauling 50 weight over my max carry weight of crafting materials in Underrail.

watch it user

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Getting killed and getting a game over isn't a fun feeling but not ding and staying on top of your shit is. Knowing what obstacles that are in a game and overcoming them is the very essence of mastering said game.
TL;DR get gud fag lol

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*dying

And I love to kill niggers

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Making trips to the vendor every 10 minutes is not overcoming an obstacle

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Holy based

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>trips to the vendor
more like
>Weapon is low CDN
>have dupes
>Repair
>*tink tink tink*
>*tink tink tink*
>*tink tink tink*
>done
Sorry not every game is new vegas, but that's your own fault.

Encumbrance and limited inventory systems just make gameplay into a chore of inventory management.
Can anyone tell me a single benefit of limited inventory systems? Something that actually makes the game more fun?
And don't say game balance because anything balanced by a limited inventory can be balanced directly in other ways.

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>Deliberately limited inventory is bad design.
>accidentally limited inventory is okay.

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Limited inventory due to technical limitations is fine. It's not a big problem these days though.

based on what?

Old XCOM had a meaningful inventory system, as it dictated what you can bring on a given mission. Each soldier had his own inventory. It gave the player more choice than just "whatever is equipped at deployment".
Seriously can't think of other examples though, so maybe limited inventory systems really are just pointless.

Older RPGs had a limit on how much crap you could hold not to force you to go to town but because the code just couldn't handle it. They were often of respectable size still.

he cute

>Can anyone tell me a single benefit of limited inventory systems? Something that actually makes the game more fun?
Conditioning your mind to enjoy creatively solving problems that involve constrains such as limited inventory.

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That's fair, but I wasn't really thinking about strategy games. I'll make an exception for those.

These retards never heard of limitation breeds imagination, don't bother.

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It's still deliberately limited because they chose the write their game on garbage hardware.
Belief in accidents is motivated by pragmatism.

what in the ass?

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I've never felt like limited inventory space encouraged me to solve problems creatively. In fact I would say the opposite is true.
If my inventory is limited I don't have access to the items that would allow me to play creatively. Instead I only carry the generic all purpose shit that will always work.

As an example, say there are explosive items in the world that only detonate when you hit them with fire. You would detonate the explosives with something like a flare gun. But the flare gun is pretty useless apart from that. In a limited inventory system you would leave the flare gun at home and bring your assault rifle instead. When you are in a fight and could creatively fight enemies by blowing up the explosives you can't because you don't have your flare gun. So you uncreatively shoot the enemies with your assault rifle instead.

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The unbridled artistic merit of choosing between walking slower or throwing shit away.

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What about Resident Evil when you're already trying to conserve on ammo and health while trying not to fill your inventory up. I'd argue t works in a survival horror game where suspense and prep time are key.

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>I should be able to be a walking arsenal like in the matrix
there are games for that, complaining about the feature rather than the context in where that feature is featured seems stupid.

The inventory will always be limited, an ai fast enough will hit the size limit.

>ITT retards unironically think that inventory sizes were a technical limitation
>when jrpgs from NES and SNES had unlimited inventory space

Encumbrance makes sense in certain games but most of the time it's lazily implemented and feels like like a pointless and completely arbitrary chore.

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I don't enjoy it, but it's essential for some games (like open world RPGs)

There are other ways to balance that. Like making ammo less available.

"Necessity is the mother of invention" is an English-language proverb. It means, roughly, that the primary driving force for most new inventions is a need.

Freedom prevents you from being creative in unorthodox ways, retard.

A man of culture i see

A tough choice for crybabies and brainlets, i know.

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