Saturday, 6th June 2015, 15:22 by svendre
To clarify a question asked what I meant about getting an item by type:
User types "g" now, they get a list of all items from all categories, with limited space for letters and then the player must page through all items. Sometimes items of a particular category get split into multiple pages. It works, but it gets messy.
What I was describing is a filter such as instead of pressing "g", maybe they press "G!" and the screen displays only potions laying on the ground, then the selection process as it currently exists continues. It would be a minor improvement, mainly dealing with stashes.. eliminates the temptation to make multiple piles.
While I found some of the ideas interesting, such as lowering the number of items that need to go into inventory in the first place, these ideas would change the game in more ways. Saying that having a large stash bag of sorts that took time to access would give infinite inventory is only marginally true and depends on the disadvantage required to access the stash. The fact is, currently as-is, you can build a stash.... it is helpful, but tedious. My proposal barely changes the game as-is but simply removes the tedium out of what you can already do.
To leave the game even more intact as-is than the stash bag is to simply be able to mark items by type as being "strategic" much in the same way you choose what to auto-pickup or not. So, at least then whenever your inventory fills up, you just press the "D" button for "drop all marked item types set for auto-drop" and make a few poo-piles around the place instead of a stash and you auto-clear out 2/3rds or more of your inventory. Even if you continue to make one centralized stash, this would ease the tedium quite a bit, without affecting game balance one tiny bit, pure interface change... and an optional one that people don't have to use if they don't want to. It doesn't confuse newer players, because they just don't use the command until they are ready to dive into the more advanced commands.
I'm possibly interested in more radical changes, but would rather promote something that doesn't tamper too much with existing game balance, yet makes the game more fun - something that has more of a chance to get implemented quickly without a huge revamp/rethink of the entire game balance.