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.

  • Lifted_lowered@beehaw.org
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    10 months ago

    It’s such a trash game mechanic because it forces realism where there is none. You have faster than light travel in your game? Why don’t you have teleporters? You have magic in your game? Why don’t you have a Bag of Holding? If you are going to impose the constraint on the player for balance or gameplay reasons then at least make it fun, have a mechanic that is interesting in some way. Maybe teleporters and bags of Holding are expensive to build or don’t get unlocked until you collect 10 flippityboos but at least reward progression and picking up objects and don’t turn every decision into agony.

    • erwan@lemmy.ml
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      10 months ago

      Also you’re limited in weight but holding 5 heavy armors and 7 two handed swords in fine.

      Picking up that silver spoon can tip you over the limit however.

    • ElectricMachman@lemmy.sdf.org
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      10 months ago

      RuneScape has an excellent fast travel system. In fact, it has a whole bunch of 'em, and you have to work for them; either by completing quests, or by training your skills. You can also get items to expand your inventory somewhat, but they only work for specific item types.

    • li10@feddit.uk
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      10 months ago

      Even if they think it’s a fun mechanic, they fundamentally fucked the amount you can carry imo. Should be higher than it is by default, because I straight up don’t want to waste skill points on that.

      Then they’ve fucked the amount of cargo you can have on a ship. Either make it infinite, or ridiculously high even for a small ship.

      I’ve got multiple freight containers on my ship, and apparently each can only carry about the same amount as my character??

  • 👁️👄👁️@lemm.ee
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    10 months ago

    There’s two online games I play. Guild Wars 2 and Genshin Impact. Guild Wars has you filled with your inventory a lot, especially as a new player. It’s a massive turn off. Genshin just has a big mega inventory where items are sorted by tab (like character upgrade material tab), and has practically infinite inventory size. It technically has a limit of like 9999 but that’s not going to be anywhere close to what a normal person gets. Definitely prefer that system.

    Both those games should label a ton of unusable items as trash, so when you pick them up, they go to a separate tab. Just today I spent like 20 minutes managing my inventory in Balders gate, and it was a pain to survive until I found another vendor.

  • Erk@cdda.social
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    10 months ago

    My issue with it in Starfield (and any game in its genre) is that the game seems to be confused about how it feels about encumbrance. Am I supposed to be looting everything I see? If not, then why is it the major income source, why are so many random objects worth selling and taking? If so, why do merchants have such low credit stores? Am I supposed to be collecting cool stuff to display? If not, then why all the display objects? If so, why have my companions constantly nag me about bringing junk? Why make ship storage so low? Or, am I supposed to be carefully considering what I want to bring as loot? If so, why is there so much of it and why isn’t there some way to quickly see what’s worth taking? Am I supposed to spend an hour after each combat carefully weighing what to take home?

    It’s entirely unclear what they want. If they want looting to be less of a game loop, junk items should have no sell value and missions should be more of a reward, and item value/kg should be easy to assess. We should be quickly able to discard valueless items from inventory. Otoh if they want looting to be a bigger part of the game, I should be able to readily carry and sell my loot and doing so shouldn’t make me so rich it breaks the economy.

    It’s one of my main complaints, not so much about starfield, but pretty much anything in this genre. It feels like they can’t tell if they want me to loot everything or not, the design is fundamentally at odds with itself.

    • LoamImprovement@beehaw.org
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      10 months ago

      I have a friend who says it needs to go one of two ways - either encumbrance matters hard and is super realistic, where you can reliably carry 30-60 lbs of gear for long distances, and that’s it, or it just doesn’t exist and you can lug around as much shit as you want and abstract out the rest, because the middle ground where PCs can carry like 250 lbs of shit leads to a game where you’re constantly just sorting through your inventory about the best vendor trash you think you can packrat to sell while moving through a dungeon, and that’s slow and unfun. The low carry weight turns every interaction into “is it better than my current gear?” which is really easy to answer in the moment, and when weight doesn’t matter, you just hoover it up and sell it when you get a chance.

      • FarceOfWill@infosec.pub
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        10 months ago

        Yes and it flows through to the skill system too. 8 points for carrying more crap across yourself and the ship, and 4 more for increasing companion inv. Even more if you include pockets upgrades on suits.

        Are these good skills? Not for the player to choose but to be available in the game. What’s the balance here? What’s the decision, carry more crap at the expense of doing more damage? Is that good choice to give the player? How do you balance encounter difficulty around that? You can’t the player has to choose encounters based on their gimped pack rat skills.

        Every part of the game needs a single big mod overhaul to pick a coherent direction.

      • Erk@cdda.social
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        10 months ago

        I don’t agree with that dichotomy in a game like this. Certainly in the deeply simulationist roguelike I stan (cataclysm dark days ahead plug), that’s appropriate, but this game is fundamentally silly and arcade style so I don’t think the trouble has anything to do with realism. The solution I’d have personally in something like this is to eg. allow you to carry up to 6 weapons, 1 of each wearable type of item, and a certain amount of aid items in your “active” inventory, and then have everything else you loot automatically go to your ship inventory which is huge or infinite, but restricted in how you can access it (personally I’d still have ship inventories be finite, but enormous). Let perks increase your number of slots in a particular category, rather than increasing carry weight. Have resources and ‘notes’ go to the ship automatically as well, since it doesn’t really have any impact on the game to be carrying these on your person. Plus, I’d do what modders have been doing for a while and make decorative junk items have no value or weight. Let me pick up as many blenders as I want, I’m just going to use them to decorate my juice bar and play house, who frigging cares.

        I’d also remove vendor credit caps, but make the amount of cash you get from loot pretty trivial compared to what you get from missions, so it’s just not that appealing to sell 15 cheap machineguns. And while I’m wishlisting, I’d love to be able to set up an auto-sell filter, eg. ‘sell non-unique weapons below a particular dps’

    • Sina@beehaw.org
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      10 months ago

      Am I supposed to be looting everything I see? If not, then why is it the major income source, why are so many random objects worth selling and taking?

      This is so true!

  • hascat@programming.dev
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    10 months ago

    The only game I’ve played where encumbrance is interesting is Death Stranding. In everything else it’s just a nuisance.

  • HatchetHaro@lemmy.blahaj.zone
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    10 months ago

    I played a Barbarian with the bear aspect (and before that, the gear that granted you double carry capacity), and I still found myself encumbered since I kept looting all the heavy stuff I could sell.

    Even after clearing out all the loot, I was still left with a ton of scrolls, potions, poisons, etc. that I was “saving up” for a potentially difficult encounter, all taking up 75% of my carry capacity.

    It’s certainly a way to discourage hoarding and encourage you to use those consumables, especially since BG3 has an end, but I wish there’s a better method for it.

    • Kaldo@kbin.social
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      10 months ago

      It’s certainly a way to discourage hoarding and encourage you to use those consumables, especially since BG3 has an end, but I wish there’s a better method for it.

      Sometimes less is more. If they put harder limits on what you can take into fights it might turn from a boring chore to an interesting choice, but all these games that dump every single item in your inventory and expect you to go against your hoarding instincts. Cyberpunk had the same issue, you get dozens, hundreds of consumables and but hey are all worthless, you can just spam the healing one 10 times per fight instead. It ruined something that could have been a really good immersive powerup otherwise.

      It’s not a very well known game but I really like how Vampyr did it. You could only carry like 6 bullets/consumables at a time, but any additional items you pick would go to your stash. When you rest at home or visit the stash it refills any used items from it.

      It’s such a good system and I will never understand why other games don’t do it the same way. You still get rewarded for exploration and finding items, but you can’t just spam dozens of them. Using them feels special and powerful (which they are since they are so limited), but you don’t feel too bad about using them since you know you have more of them at home, or can craft more.

  • TowardsTheFuture@lemmy.zip
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    10 months ago

    It’s not “here to stay” it’s a feature that is used or not used depending on the level of realness wanted. Some are fine with hand waving away encumbrance, some are not.

    If you’re playing a walking simulator, it is kinda part of the immersion.

    If you’re running around killing every Greek god under the Sun, but suddenly you pick up your 7th weapon that’s just chains with something at the end of it, and BOOM you can’t move anymore cuz your too heavy, then it’s getting in the way. Instead of implementing encumbrance they just, limit you to 6 weapons and tada, they could explain it as “it’s too much weight” but they won’t give you the option for it to happen as slowing you down would kill the pace and feel of the game.

    Baldurs gate is a DND based CRPG and Starfield is a loadscreenwalking simulator. Of course they have encumbrance.

    • bob_lemon@feddit.de
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      10 months ago

      Baldurs gate is a DND based CRPG

      Although DND games usually handwaive encumbrance with bags of holding.

      • TowardsTheFuture@lemmy.zip
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        10 months ago

        Fair, depends on the game. CRPG’s will tend to have it in. I mean for example WotR and Kingmaker you can get a bag of holding if you buy it or put stuff into strength on characters or etc in order to not have to worry about it much but it’s still there, and not spending the money on it or building any characters with strength means you will be limited.

      • Dee@lemmings.world
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        10 months ago

        bags of holding.

        It’s true. The character in my current campaign has two bags of holding and a bag of devouring.

    • RickRussell_CA@beehaw.org
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      10 months ago

      And you’ve got KOTOR and Pillars of Eternity and others that are clearly D&D derivatives, but solve the problem handily with a “stash” whose contents are never accessible in combat.

      I have never understood the fascination with inventory management. I just want to find stuff, and use that stuff later on. If I wanted something as boring as my actual job, I’d just do my actual job and get paid for it instead of buying a game.

      • Schlock@beehaw.org
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        10 months ago

        In BG3 it is a balance mechanic. Heavy objects tend to be completely OP and are used to cheese combat. encumberance limits this and even allows building your character specifically for this playstyle.

        In Bethesda games encumberance is in part there to protect players from themselves. If every object can be picked up (and that is a design principle in those games) and every object has a Value, then the optimal strategy is always to grab every single object you can find and then sell everything at once. If that does not sound like fun to you that is because it is not, but still i know multiple people who play those games this way even with encumberance in place. Players will always find a way to ruin their own fun, the only hing you can do is to put systems in place that disincentivise these behaviors.

        • leftzero@lemmy.ml
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          10 months ago

          Heavy objects tend to be completely OP and are used to cheese combat.

          You shut up. Barrelmancy and goblin tossin’ are perfectly legitimate martial arts!

        • RickRussell_CA@beehaw.org
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          10 months ago

          A “stash” that is only accessible outside combat mostly preserves that balance, IMO.

          Most games come up with a range of ways to get around the problem, even when they do have a strictly limited inventory with encumbrance:

          • Zero weight quest items

          • Ability to run or fast travel while encumbered (FO4 selectable perk)

          • A pet or NPC capable of carrying your less valuable stuff back to the vendor for sale (Torchlight had this, did Diablo? I haven’t played in decades.)

          • Pack animals/robots

          • Portable vendors (Skyrim had a demon vendor you could summon once a day)

          • Bags of holding (or similar)

          • Warp chests (many chests with same contents/inventory around map)

          etc. ad infinitum. The fact that most games implement a variety of ways to deal with absence of an infinite inventory is kind of a tipoff that it’s more of a burden than a desirable aspect of gameplay. Most of these games are holding up a carrot (or several) to get you to pursue certain achievements just to reduce the monotony of inventory management.

      • SkyeStarfall@lemmy.blahaj.zone
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        10 months ago

        Just because you don’t like inventory management doesn’t mean others don’t.

        as boring as my actual job

        Again, subjective, considering the popularity of job simulator games, like truck sim.

  • kobold@beehaw.org
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    10 months ago

    I got sick of the constant quick travel back to merchants in BG3 and decided to just install the mod that multiplies my encumbrance by 9000x. the item management in that game is a giant pain and the gold economy plus encumbrance is an artificial barrier to getting them from merchants that simply adds playtime for no actual benefit.

    Realistically speaking, if you want a useful encumbrance system, you should be thinking: what is the goal of an encumbrance system in the context of this game?

    In BG3, it serves a few purposes:

    1. physical consequences. reduced movement speed, damage from jumping, etc are all part of D&D rules, which is useful when you’re in a kind of situation where, say, you need to get a giant boulder across a huge gap and put it on top of a button that opens the gate while in combat. but outside the context of combat, doing this is meaningless, as the player can simply overcome this problem with time, which is annoying more than fun.
    2. limit access to the number of options a character has when confronting an encounter. it’s not feasible to carry 99 potions of greater healing on you, and encumbrance is a general strategy that prevents this from being as effective. at the end of the day it does not solve this problem
    3. express limitations on what a character can do with their environment. encumbrance affects how much else you can carry, such as throwing a big rock at an enemy to do a lot of damage. this is irrelevant in the context of inventory vs. how much you can affect your environment; it can easily exist independently of an encumbrance system.

    I don’t like encumbrance in games in general. It makes games more fiddly, and forces the player to engage the system with no real addition to the fun of it. Limited inventory slots are similarly frustrating in games to the scale of Baldur’s Gate. BG2 solved both of these problems by giving the player a billion bags of holding, which also had the added benefit of making inventory organization easier in a system that was largely left the same from its predecessor since it probably was built on the same codebase. BG3 had no such codebase restriction, and its type sort system sucks (the search bar is a lifesaver). Encumbrance very much feels like a “This is how it works RAW in 5e, so we’re going to do it this way” decision, which is funny because in plenty of other situations the devs decided to stray away from RAW to make the game a lot more approachable.

    I don’t know if the goal of encumbrance is to prevent players from taking everything as much as possible or not - but if it is, it utterly fails at that goal

    • ursakhiin@beehaw.org
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      10 months ago

      BG3 does give the ability to send stuff from lootable locations directly to camp, which solves half the problem. If I could sell stuff directly from camp the other side would be solved.

      There is a valid argument of part of thee reasoning being determining what is really important to you prevents you from picking up literally everything and breaking the economy. But Starfields economy already seems pretty broken in my favor. I significantly upgraded my ship on both my first and second visits to New Atlantis. So I’m having a hard time feeling overwhelmed by the encumbrance.

      • Sas [she/her]@beehaw.org
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        10 months ago

        If Volo is in your camp you can sell him your stuff. It’s not a dialogue option but the button on the bottom left. His gold and potion supply seems to refresh as well.

  • DudeBro@lemm.ee
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    10 months ago

    I really wish Baldur’s Gate 3 had a shared party inventory. It’s already partway there, I can still move a potion from Astarion’s inventory to Shadowheart’s inventory now matter how far apart they are. It’d just be nice if I could save a few minutes of inventory sorting if everyone just pulled from one mega inventory that added everyone’s encumberence together. The way its implemented now just adds several unneccessary steps that don’t even matter because of the magic pocket system.

  • Vordus@lemmy.blahaj.zone
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    10 months ago

    In previous Bethesda games I eventually just started doing calculations in my head constantly about whether the stuff I was grabbing was worth the weight involved. I’m still not quite at that point for Starfield, but I’ll get there.

  • sederx@programming.dev
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    10 months ago

    Tbh I could do without in most games. I spent more time throwing stuff than shooting enemies in starfield so far

    • CraigeryTheKid@beehaw.org
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      10 months ago

      Inventory mods are often the very first thing I go after. I don’t care how unrealistic it is, I’m not playing a storage simulator.

      • CMLVI@kbin.social
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        10 months ago

        Yeah, I added a ship upgrade and never even got it beyond halfway full. Granted I don’t pick up everything, and I usually sold spare armor/weapons each town visit out of habit, but exotic materials and resources I always grabbed, and ended up with like 1100 mass out of 2600 on my ship.

        • TheRoarer@beehaw.org
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          10 months ago

          Man, my class A 90% of the weight is resources. I absolutely fucking hate it. I feel like I am being punished for doing their stupid mining mini game.

  • Hillock@kbin.social
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    10 months ago

    In BG3 encumbrance is so pointless. The increased carry capacity and reduced armor weight make it a non-factor. The few times you actually reach it you just sort by weight and send some of the heavier stuff to camp. You can even do it during combat. So they should have just gotten rid of it. You are bringing all your resources at all times anyhow and the inventory manamgent is still terrible.

    The current system is just a minor inconvenience because you will have to go to your camp when you reach a vendor and want to get rid of some of the extra stuff. I would much prefer it if they either stick to the base rules, with base weight values and encumbrance starting at 5x the strength value. Then one would have to make actual decisions on what to bring. But right now, even with 8 strength you never have any issues. Or they just get rid of it.

    And that’s how I feel about encumbrance in general. Most games have such absurd high carry limits that the system doesn’t add anything and just becomes an inconvenience and annoyance.

    • Erk@cdda.social
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      10 months ago

      Has anyone here ever thought “I would like this game more if it had encumbrance in it”?

      Yes, I totally have. In fact even in starfield, I found pretty quickly that I was wishing the game would arbitrarily restrict my ammunition and medpack supplies, because the combat was more fun when I could run out of shots and healing in the early game. It’s not even the kind of thing I can easily do as a challenge myself because it’s so easy to pick them up and go “over”. I legit think starfield’s encumbrance system would be much better if it was more restrictive, so that I had to carefully choose my equipment and things, than the current “I can carry so much that gameplay is not meaningfully restricted, but not nearly enough to collect and sell all the loot I find”.

      I posted upstream about the problem with encumbrance in this style of game. It’s not that encumbrance is inherently bad, but that most of the time in crpgs, it just seems to be ‘there’, it’s not in the service of any part of the gameplay.

    • MrBusiness@lemmy.zip
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      10 months ago

      I don’t mind encumbrance in Baldur’s Gate. I think people are only thinking of I got all this cool stuff why should I have to choose between it all. I see it as limiting cheese mechanics. It could limit infinite money by not letting people pick up every single item to sell. Or if there was no encumbrance why would I use tactics when I can just use barrelmancy? I have to fight these powerful opponents? Nah I’m just gonna hit em with x amount of exploding barrels till they die since I can carry every barrel ever.

      I don’t like encumbrance, but I’ve never felt it negatively impact my enjoyment of a game. I didn’t even know encumbrance was this much of an issue honestly. It just makes sense in certain games, imo.

      Edit: Could also be made a toggle-able feature or unlock?

  • Mothra@mander.xyz
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    10 months ago

    Amazing people make articles on… Nothing, essentially? It’s just encumbrance, right?

    I was expecting it would at least go into detail and explain or compare how many items or units of weight you can carry, if it slows you down gradually or if it pretty much freezes you on the spot, differences with previous well known franchise games but no, none of that either.

    • Crismus@lemmynsfw.com
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      10 months ago

      I love how in Starfield your encumbrance and movement are aided or harmed by planetary gravity.

      On a low gravity world I have had over 800/200 and run along with no issues. While on a planet with 1.6 or higher and you really can’t ignore the slowdown. You just can’t fast travel, but you don’t stop like in Skyrim, so I think that’s a positive step in the right direction.