Wednesday, 27th September 2017, 08:12 by watertreatmentRL
The two inventory concept has been kicking around for a long time. It's a bad idea in my opinion. The best method of addressing this issue is reducing the number of item types, since reducing the number of types of items has other beneficial effects. The next best is merging things like wands and evokers of the same type, essentially changing item/inventory behavior.
We've had a lot of experience in recent years with elimination of item types. Some potions and wands have been dropped, some food items, some jewelry. These changes have improved the inventory situation as well as other aspects of gameplay. We also have forks that have tried different approaches to this issue: Circus animals, which apparently implemented the double inventory idea, and hellcrawl, which has gone hard in the direction of removing item types (both also have wand stacking, a feature planned for the next version of dcss). I find circus animals too goofy to play, so I can't comment on that route from experience, but I can say that reduction in number of basic item types in hellcrawl has massively improved the inventory situation there vs. what's in current dcss.
An idea that hasn't yet been tried, somewhat in the vein of the two inventory proposals, but that I think would be better than other proposals I've seen is an angband-style distinction between equipment (edit: that is, what you are currently Wearing/wielding/have Put on) and inventory. That would save a large number of slots for most characters, ten or so. It would also play well with the idea of a ranged weapon slot to reduce weapon swapping.
While it's useful to be able to browse a general listing of items you can use or swap to quickly, it's essentially never useful to have your current equipment listed among those items. This is something that other two inventory proposals I've seen generally miss by trying to divide items into categories by function (e.g. consumable vs. equipable): Swapping is unfortunately a tactical option for many equipment-type items. Once you've got fast-swapping equipment, evocables, and consumables in the same list, all your second inventory does, if it makes sense, is give you room for extra armor. You definitely don't want to encourage carrying extra armor.
I believe a separate equipment "inventory," which would really just be the '%' display, T, and R menus, together with hellcrawl removals and merging mechanics, would eliminate inventory issues for all but the worst pack rats.
Last edited by
watertreatmentRL on Wednesday, 27th September 2017, 12:42, edited 1 time in total.
*Lana Del Rey voice* , video games...
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