this post was submitted on 19 Jul 2026
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[–] anugeshtu@lemmy.world 1 points 5 hours ago

Sort by value? unique items, invaluable Nooo

[–] m3t00@lemmy.world 1 points 10 hours ago

stop at vendor

[–] orenj@leminal.space 4 points 14 hours ago (1 children)

Im at a point in my life where I know I will not use consumables, so I just sell them to get permanent upgrades and cosmetics instead

[–] ddplf@szmer.info 1 points 12 hours ago

But they may be useful sometime

No, being surrounded by these overleveled enemies does not call for using this health potion

Nope, this boss is hard but I still have 113 carrots to eat

It's the final boss already? Huh, better save all my 692 health vials for the later stages of this fight

[–] MonkderVierte@lemmy.zip 3 points 17 hours ago

Btw, is there still no RPG that ties monetary worth to the probability of being robbed/atttacked at random?

[–] BackgrndNoize@lemmy.world 2 points 16 hours ago (2 children)

I hate games with a lot of collectibles and hidden Easter egg stuff, since I'm a completionist and a hoarder, I waste so much time digging through things that lose track of the main missions and story and then the game becomes a drag

[–] Erusset@slrpnk.net 1 points 13 hours ago

there is a few games I've seen that labels stuff as "junk to sell". that is nice and can be avoided

[–] StupidBrotherInLaw@lemmy.world 2 points 15 hours ago

I tried a game called Crystal Project that was fun until I realized I hadn't left the tutorial area after an hour due to feeling the need to complete all the parkour puzzles. It turned out some were to be solved later, but this isn't obvious without spending time determining if it was a particularly hard jump, an impossible jump, or the wrong route altogether.

Lovely game but no. It'll drive me mad. I now understand why games often present challenges sequentially and make it obvious when a challenge cannot be completed until a later time.

[–] REDACTED@infosec.pub 3 points 17 hours ago

modifies the game files to increase carry weight and continues taking everything

[–] Avicenna@programming.dev 2 points 17 hours ago

keep every high level consumable until end game, spam the final boss with a storm of fury never seen before

[–] MonkderVierte@lemmy.zip 2 points 17 hours ago* (last edited 17 hours ago)

Oh, and the weird thingsda? Might figure it out later or be related to a quest (i don't have to run back here). Better take it.
(You just broke the main quest chain.)

[–] Axolotl_cpp@feddit.it 4 points 20 hours ago* (last edited 20 hours ago) (1 children)

Modded minecraft feels exactly like that

"Wait!! A strange flower"

"Ooh this fruit seems useful"

"A new wood, i should take the sapling"

"An enchanted book? Well you never know when it may be useful"

"A rainbow gem, it could unlock some powerful gear"

And then you barelly have any space left

[–] Supercrunchy@programming.dev 3 points 20 hours ago (1 children)

GTNH suffers from this a lot, especially at the beginning 😅

Thousands of items, you always need to carry around at least 5 different tools because you constantly use them.

Even going mining fills up your inventory with so many types of the same ore (raw copper ore, crushed copper, impure copper dust, copper dust, ... ), not to mention if you decide to go loot a dungeon.

Also you unlock AE2 200h into the game, so good luck with your chests until then!

It's a fun modpack though, I still reccommend to try the 2.9 beta and laugh at the ridiculous crafting trees and how painful everything feels (try to craft a door, good luck!)

[–] Axolotl_cpp@feddit.it 1 points 18 hours ago

The more i hear people talking abour GregTech, the more i fear to start playin it

[–] ZILtoid1991@lemmy.world 1 points 15 hours ago

Some artist in the 16th century: "Let's put some interresting artwork on these cards."

Some people in the 20th century: "It's for diviniation, right?"

[–] Ontimp@feddit.org 2 points 20 hours ago (2 children)

Is inventory management actually a part of RPGs that anyone enjoys?

Personally, it's really not my favourite gameplay mechanic.

[–] draco_aeneus@mander.xyz 2 points 19 hours ago (1 children)

It's one of those mechanics that protect the player against themselves.

Obviously, without carry weight, grabbing every single item that isn't nailed down, then going merchant to merchant selling everything is the obvious 'best' way to play. It nets you the most gold, certainly. However, pixel-hunting every room making sure you've picked up every bowl and broom isn't actually that fun, moment-to-moment.

[–] Ontimp@feddit.org 2 points 16 hours ago* (last edited 16 hours ago)

Even if protecting players is the intent, it usually just takes me out of the immersive RPG experience.

I want to explore a location, fight enemies, talk to NPCs etc. - but then I pick up some loot and suddenly I'm incumbered (DnD-style games) or have to play Tetris (Diabolo, Path of Exile, Titan Quest, etc.) to fit my new loot in.

It breaks my immersion to suddenly switch from resolving epic conflict XYZ to comparing stats between swords because I cannot carry both. It feels like a chore.

[–] Whirling_Cloudburst@lemmy.world 2 points 19 hours ago

If there is a good crafting system, it can be quite fun. In multuplayer, it can be a main source for roleplay for a trading build.

Setting up a browsable wares shop is a nice mechanic that can play into it too, especially, with interactive placables.

[–] adhdsergio@lemmy.world 1 points 18 hours ago

Hoarding forever

[–] thespcicifcocean@lemmy.world 1 points 19 hours ago (1 children)

I'm playing Tunic now, and literally have no idea what the consumables even do, so I'm just holding onto them.

[–] Notyou@sopuli.xyz 1 points 8 hours ago* (last edited 8 hours ago)

Is one of the consumables a little bomb or TNT thing. I remember that being useful. Use that to blow up enemies.

[–] undefinedTruth@lemmy.zip 28 points 1 day ago (2 children)

Then going to the first vendor in town and forcing them to buy all your crap even though they clearly have no use for it.

[–] grte@lemmy.ca 30 points 1 day ago (1 children)

I'm not putting a gun to their head. If they are willing to buy this loaf of bread I found in a dungeon that hasn't been opened in 1000 years, that's on them.

[–] RebekahWSD@lemmy.world 15 points 1 day ago (3 children)

I loved that about Recettear, could sell food I found in a dungeon for god knows how long, and even for huge prices if things were marked up! Bad grain harvest this year? But some century old bread for like 200!!

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[–] hakunawazo@lemmy.world 1 points 19 hours ago

Laughs in player.setav carryweight 5000

[–] abbadon420@sh.itjust.works 18 points 1 day ago (1 children)

You are too encumbered to run

[–] altkey@lemmy.dbzer0.com 9 points 1 day ago (1 children)
[–] JoeBigelow@lemmy.ca 7 points 1 day ago

Tell me about it brother.

[–] AnimalsDream@slrpnk.net 2 points 1 day ago (7 children)

This is the main thing that drives me away from the majority of isometric action rpgs, like Diablo 2. Insanely too limited inventory space. Also one of the reasons Torchlight 2 is still my go-to even after all these years.

Like seriously, for a game that sends a veritable flood of interesting loot your way, wtf is this D2?

[–] Kolanaki@pawb.social 1 points 20 hours ago

That's what Town Portal is for.

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[–] Racoonwithbenefits@lemmy.zip 14 points 1 day ago

I always think, the game is designed to be beaten without using limited resources..

So obviously i should beat this part without it coz the next area will be harder and then i might need it

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