chequers wrote:I think it's a little reductive to say the only reason fan of gales was removed is "inventory management". I also think you are giving a false choice when saying there are only "two possibilities" (remove all inventory management vs accept all inventory management). A third option is "there should be a little less inventory management".
I never said it was "the only reason" (if you replying to me, that is), duvessa and petercordia mentioned the inventory management, so my reply focused on that part.
Regarding two options of inventory management, I think, you are splitting hairs. "Less inventory management" is still inventory management. In my experience it goes like this: Fan of Gales and Lamp of Fire gets removed, so now I have no reason to drop my wand of polymorph and ring of positive energy, my inventory is still full, I still will have to manage it when I find a more useful item. Until the amount of useful items will be significantly lower than free inventory space (accounting for throwables, swap gear, manuals etc.) the inventory management issues will stay as they are. Personally, I don't care whether there's an inventory management or not, but giving it as a reason for item removal seems inconsistent to me.
chequers wrote:I see a few other reasons:
* Having more items in your inventory when picking items is a worse interface (I assume this means when trying to decide "what consumable to I use now?")
* DCSS should have fewer evokables with more distinct items than it currently does (or at least did, before this removal)
* Inventory load is bad (I read this as meaning even if you had a dedicated 53 slot inventory for evocables, an extra item still adds to the player's inventory load. This might also be called cognitive load.)
* The effect of Fan of Gales is niche (only used for "get away from me so I can use these stairs"), uninteresting (very similar to other items like scroll of fear)
* Since there is no cost and there are unlimited uses, all characters in all situations are encouraged to carry it, which is not great design
* I don't really understand how it's a worse interface, and again removing a couple of items won't make your inv. load go from 52 to 50. It'll still be 52, just with different items.
* Fair enough, no strong opinions on that one, although I don't see how Tremorstones are meaningfully distinct from other AoE damage items, except for being more niche.
* Same as point one, removing items doesn't influence inventory load, just quality of carried items.
* It's also useful to escape constriction, move clouds around and clear blocked escape paths. I agree it's niche, I disagree it's uninteresting (also, what "other items", besides scroll of fear, differences to which I described in previous post?).
* "No cost" is pretty much like any other consumable, "unlimited uses" is inaccurate, recharge mechanic means it's about one use per serious fight, "all characters in all situations are encouraged to carry it" applies to pretty much every useful item in the game, including swap gear, darts, wand of random effects etc., if you have spare inventory space, you are "encouraged" to carry this stuff.