Isn't it more of a failsafe in Skyrim? I remember treasure chests could get fucked if they held too much shit. I'd imagine something would break way worse if it was your player character holding onto all of it.
There was a game I played that basically had your character receive a cube of infinite storage that fit in his pocket and it's the only sci-fi thing of the entire story and it's never explained or mentioned ever again and it honestly was fine. Dude carried a ladder in his pocket and it's handwaved because if you question it the game already explained he had a sci-fi cube in his pocket and to shut the fuck up
That sounds like an adventure game, which usually don't fuck around with encumbrance. Hell, in Sam and Max, Sam apparently walks around with a cardboard box where he carries shit like spirits and fire with no problem.
To pad out skills (Le carry more stuff!!) And to give a passive to shit like Strength (each point lets you carry 2 more stuff!!)
It's shit game design. But I'd honestly have weight than weapon repairs
so they can put useless skills like increase your carry weight. Cheap and ez design choices to make the player think their choices affect the gameplay.
I dunno, I don't mind it but i'd prefer it if carry capacity was actually realistic and not just a numbers thing. Like I don't care how strong you are, you're not storing 10x battle rifles in your pocket and still have your hands free.
Because >what equipment, potions, and other items you are using is a fundamental part of your character's build that enables you to loot more or less >having 999 healing items is fucking busted in any game, name one good game that just lets you heal yourself for free without performing any special mechanic i.e. ultrakill blood >forcing the player to manage their inventory helps those players find the things they picked up much easier because their little magpie brains can barely remember the name of it because they mashed through the prompt to get to the next dopamine injection >because it adds a sense of significance to the fact that this item they picked up is fucking heavy
Nobody said Bethesda games did carry weight WELL, mind you
because when you copy entire systems wholesale from the previous games, you end up with more time to design "content" instead
or
design teams need leadership to actually challenge conventions instead of copying what has worked before or for someone else. if your director is a doormat that happens to be in their position just because they stuck with the company the longest out of all the available designers, then majority of the work will just be research and slapping new coat of paint on things that already exist, not actually designing shit
because
Because it triggers you incel.
player.setav carryweight X
Because you will carry that weight.
You should play Underrail
Balance. If you didn't have a limit weight you could loot everything in a place and then sell it, making the money pretty much meaningless.
but vendors in most games have limited money already
that happens anyways the only difference is you have to run back and forth several times for literally no fucking reason
that's a personal issue though, you could just not min max and let things go
but that's my stuff. I killed those guys so now their stuff is mine. why would I just leave it there
you don't need a reason to leave things behind, it's okay
Balance my ass when i can just go back to my ship that has 2000+ weight limit
Mod it gay, I don't mind it.
It's DnDslop. RPGs aren't allowed to be original, game "designers" just steal without thinking about why
to filter retards
Isn't it more of a failsafe in Skyrim? I remember treasure chests could get fucked if they held too much shit. I'd imagine something would break way worse if it was your player character holding onto all of it.
There was a game I played that basically had your character receive a cube of infinite storage that fit in his pocket and it's the only sci-fi thing of the entire story and it's never explained or mentioned ever again and it honestly was fine. Dude carried a ladder in his pocket and it's handwaved because if you question it the game already explained he had a sci-fi cube in his pocket and to shut the fuck up
That sounds like an adventure game, which usually don't fuck around with encumbrance. Hell, in Sam and Max, Sam apparently walks around with a cardboard box where he carries shit like spirits and fire with no problem.
A small dip into realism. Its very rare that carry weight ends up forcing any real meaningful choices.
I'd still rather have it than not have it though. Its one of those annoyances I don't mind for the sake of a bit of immersion.
why are games still including gravity , again?
To pad out skills (Le carry more stuff!!) And to give a passive to shit like Strength (each point lets you carry 2 more stuff!!)
It's shit game design. But I'd honestly have weight than weapon repairs
what about neither. what about simply not having tedious trash in your game
But then how do I immerse myself in this very realistic jank?????!!! I MEAN COME ON
Tedious trash is industry standard, you don't want to be out of step with your gamedev peers do you?
so they can put useless skills like increase your carry weight. Cheap and ez design choices to make the player think their choices affect the gameplay.
To limit the artificial fun.
I dunno, I don't mind it but i'd prefer it if carry capacity was actually realistic and not just a numbers thing. Like I don't care how strong you are, you're not storing 10x battle rifles in your pocket and still have your hands free.
>player.setav carryweight 99999
it's bethesda time
Because limitations make games fun. Your subconscious knows this.
this has been debunked
Actually that debunking was debunked, sorry.
Please provide a reputable peer reviewed source that supports your claim.
Sure, here you go.
Because
>what equipment, potions, and other items you are using is a fundamental part of your character's build that enables you to loot more or less
>having 999 healing items is fucking busted in any game, name one good game that just lets you heal yourself for free without performing any special mechanic i.e. ultrakill blood
>forcing the player to manage their inventory helps those players find the things they picked up much easier because their little magpie brains can barely remember the name of it because they mashed through the prompt to get to the next dopamine injection
>because it adds a sense of significance to the fact that this item they picked up is fucking heavy
Nobody said Bethesda games did carry weight WELL, mind you
Because I like it, so it caters to me, dumb casual.
because when you copy entire systems wholesale from the previous games, you end up with more time to design "content" instead
or
design teams need leadership to actually challenge conventions instead of copying what has worked before or for someone else. if your director is a doormat that happens to be in their position just because they stuck with the company the longest out of all the available designers, then majority of the work will just be research and slapping new coat of paint on things that already exist, not actually designing shit
Because gays who horde deserve punishment.
Don't LITERALLY carry the weight of the world on your shoulders