duvessa wrote:Because it would massively slow down gameplay.
How?
I see three cases:
1) People who prefer to keep their inventory light. For the most part, these players can deal currently. However, there is the annoying interaction where autoexplore is blocked by an autopickup item, it prompts you to pick it up, you have to say no, find an item you don't like, drop it, pick up the item, move on. In a world with no inventory limits, you save at least 2 keystrokes - you still have to find the item you don't like and drop it, but there's no stoppage in the meantime. Otherwise, the game is largely the same. (Also, sure, there are changes you can make to autopickup settings and all that... but there's no reason expanding inventory limits would change that.)
2) People who want to horde everything. We already have systems to limit crazy switching of items, and unless we start caring about raw turncount more than we currently do, there's really no difference between dropping an item on the floor or keeping it with you. These are the people that keep proposing ways to increase their inventory limits, through goldifying food or Nemelex cards, or whatever. These are the people spending a bunch of time running across the dungeon to pick up some thing they dropped half a world away. Surely, letting these people carry the stuff they care about takes less time than having to run across the dungeon all the time to twiddle themselves into the perfect outfit.
3) New players. This IS somewhat of an issue, though default autopickup settings go a long way to messaging "This is the stuff you should be carrying around with you, maybe think twice about the rest of the stuff." Plus, it's a problem you can solve once you care to, and once you understand it's a problem, you can solve it the way that fits you best.
And finally, none of this would eliminate the fact that you SHOULDN'T need to carry 52 items around with you, and design can continue to eliminate things that aren't really useful in the game. There's no reason why we couldn't change this AND strive for item design that creates meaningful choices without bogging you down so much.
(And yes, I agree, nobody needs to carry more than 52 items around with them to win the game, but in my mind, that doesn't really have anything to do with the issue, which is simply a QoL problem.)