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About
I'm a girl who would steal your grandmothers teeth just to have a Knights of the Old Republic 3 game made.
I am deadly serious!! In fact look at this awful, vile thing I did years ago due to my obssession.

http://neverbugkreia.smackjeeves.com/

-------------------------------
Methods of stalking can be found here, aren't I helpful!

http://flavors.me/glowbear

Some blogs I've posted that I'm proud of:

Dtoid Memories: How Dtoid helped a depressed bear

Ostracisation

We shouldn't be unable to include the disabled

Scary Granules Podcast

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Inventory Weight Limits are a curse and a hindrance against all of humanity. They serve no purpose than to make you feel like a fatty fatty bumblestilskin and to make you have to chose what loot to needlessly and heartlessness (though it burns inside) throw away when you're miles deep in a mine or cavern and have no option but to destroy or drop a rather good item for one that's slightly better or shinier. Why though do we only have good items left to drop? Well sirs and madams because the weight limit already made us drop every piece of mediocre or shit item 3 minutes ago.



I get that IWL (as I'm deeming it now for handiness sake) is suppose to perhaps add a more realistic element to certain games, but they're games at the end of the day. Having a weight restriction isn't going to dampen the immersive elements or ruin the game for us. Plus it's inaccurate anyway. I am roaming through a wasteland, ravished by a war and the cheeky droppings of nuclear bombs. Yet somehow my weight restriction limits let me hold (invisibly I may add) a couple of bazookas and the same size missiles that accompany them, an armory of weapons, big and small, long and short, a warehouse stock of apparel, a plethora of potions, lotions and wombat meat, not to mention all the nick knacks, keys, books, notes ect that I've picked up during my adventures.

If it is suppose to be believable that I can carry all this stuff and still not look like I've got some love handle action going on, then you may as well suspend this illusion further with unlimited inventory abilities.

Some RPG’s have come out where the inventory limit was endless and it didn't cause a hindrance at all. But here I am in the middle of a poorly pronounced Irish named forest in the realms of Amalur, where you cannot blink and miss any loot, for it is everywhere. You spin around like a mage-robed ballerina and you will see between 6-8 items in the nearest vicinity that can be picked up and added to your backpack. Ah but then you also have loot that is invisible, yet marked with a red splooge on your mini map.

So when a game such as Knights of Amalur throws at you a free shopping spree of wonders to pick up to help you or customize your characters so they don't like a diseased ridden tramp, it is befuddling and slightly heartbreaking when you realise the cruel creators of the game have made it so you will never be able to take everything with you. You won't be able to pick up the never-ending supply of long swords, that if collected and traded for cash, will net you a nice profit.

You'll go to the leader of the Warsworn, looking for approval and some cash4gold or a nice useful powerful trinket, after battling a horde of ogres on his behalf.


I did this for you big-daddy hunnay

You'll tell him the good news and he'll thank you, give you your reward but wait...your inventory is full so you can't take it. Now thankfully KoA will tell you this. They'll say "oh your imaginary backpack that you can't even see is full. It's got 28 giant hammers in it, but we can't fit this magic sock". Then your reward will be left on the floor for you, to pick up when you want.

What's wrong with this? Nothing really, it's a good idea, it means you don't lose out on loot most of the time. What's wrong with it though....the act makes you look like a whore. "Here take you gold, oh wait you've prostituted yourself to other people and now your sack is full. Yeah bet you liked getting your sack filled eh. Well until you empty that dirty sack of yours, this will be left on the floor. Where you can pick it up, you filthy harlot you. Yeah bend over like the scum you are"

There's so much trouble in the world and some of us like to play games to avoid reality. We prefer to fight an onsalught of ravaging bucktooth werewolve wizards, than be subdued by the fever of real life battles, crimes and economic madness that occurs daily. We also have to live lives where we have self concious worries. So all I'm asking video game developers is...you stop adding bloody weight inventory limits and by doing so stop making the whole goddamn population of earth feel like filthy obese prostituting splooge-buckets.

It's on you game makers....it's on you to fix the world, it's problems and my sometimes roaming insanity. Seems like a totally reasonable request/answer to all sane worldy problems to me.

I'M NOT CRAZY!!!



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Legacy Comments (will be imported soon)


I have to admit that I like Two Worlds 2`s concept of having a personal warp stone. You can put one down and fast travel to a town, trade in your shit, get more shit, make another trip to trade it in, then just pick up your warp stone. They also had a cool system where identical items could be combined to make a stronger single item, taking up less room in your pack.

... still... I spent half my game shopping! Possibly being forced to make choices would have made the game go a little faster - but I did have a Katana made from about 11 other Katana`s that had pretty super stats! I also had way more money than I would ever need. :)
I spent a lot of Fallout 3 and Skyrim, running to shops (after dropping loot because fast travel is disabled), selling it and going back and forth...you'd think all that running would have made me leaner in-game world. But no I got fat...fatty fat fat fat.
I ignore weight limits. If I could fit the world in my pack, I'll do it. I'm paranoid that dirty bandage might be used to make the ultimate weapon of the universe, and with my luck the first thing I throw away will probably be that said part. Besides, I like walking as if I'm in an ocean of molasses and site seeing the most benign of scenery that the games have to offer. The reward always comes at the end as I see town off in the distance, and my heart races as I make my way to the vendor and slowly sell off 1-2 items, since the vendor immediately runs out of money.
I like item/weight limits, but they are poorly designed, you're right.
It's a delicate balance, to be sure. I like Diablo III's (and others) system of giving you an unlimited-use TP along with the slot limit. Keeps a pretty good balance and allows them to break the game up a bit with (quick) trips to town.
@GlowBear. Please tell me where to find the fat whore you mentioned in the title of this glorious post. Must I needs go to the Throat of the World? (That is a hilarious innuendo pun (and to make a further pun, Senor Max Scoville would say "in-YOUR-endo pun")) Pun pun pun. Also if Max Scoville were Rhianna his first single would be called Pun de Replay. I love you!
Mules solve some the weight problem. The only problem is that developers rarely make mules worth using. Dungeon Siege is the only series I have seen with proper muleage since you can use nothing but mules in your party. Sometimes the mechanics work but other times they fail; thus is the way of the game.
If you're going to have a "realistic" inventory system, make it fucking realistic. Otherwise, leave my pockets alone.
FAPPED HARD!

Also, how did Two Worlds 2 have good ideas? Crazy Elsa.
:) Inventory management can be frustrating.

On the other hand, inventory limits don't exist in isolation. If they allowed you to carry infinite stuff, there's a lot of other stuff they'd have to clamp down on. There would almost certainly be exploits that you could pull off by hoarding ridiculous amounts of items - piling up objects to climb over level geometry, killing everything with infinite guns, making infinite money at shops, etc.

If you can carry everything, they would have to correspondingly lower the amount of things in the world. In any given gameplay scenario, they'd have to account for players that might happen to have nothing on them, and players that have uber tons of gear on them, without making any particular instance unfair for either player.

Also, you'd basically be eliminating the player's need to make actual decisions about what things they need. You'd never have to think about whether to bring melee, medium range, or long range gear, or decide whether armor is worth keeping. You could eventually amass enough weapons that they would start to become meaningless, like bowls and plates in Skyrim.

Not saying that it's impossible - lots of games don't see the need to make inventory management part of the gameplay. But it wouldn't work in every game, and it would actually complicate some of them.

(I described RE5 the other day as a game about trading backpack items with your friend, and sometimes zombies show up.)
I have a dragon in my bag? How does this make you feel?
Fapped for filthy harlotry.
I really don't mind inventory limits, but I also think that they are going about it the wrong way. Most of the time heavy and large items are seemingly useless or ignore, either because they don't have any immediately value to the player or they don't have a good exchange ratio to weight versus cash. In my opinion, the more useful the item is the more you should have to budget space for it (ie. Stimpacks, ammo, and money would all weigh something, and not a trivial amount either).

You're probably calling me a Nazi write now and putting me on your shit list. Fair enough, but I can't see any use to an item limit without it adding some depth to the game, which I certainly think it does. To be honest, what I really think they need to do with items in games beyond just having them is to make the gamer actually value the item itself instead of constantly forcing them to commodify them for something else, whether it is healing items, equipment, skill upgrades, or whatever. That isn't to say that having an in game economy isn't fun or intriguing, but I'd like to feel for once when playing a loot heavy game that items that I held weren't just there to be pawned and actually were so essential that I'd be screwed if I got rid of them. Then if I did do that I'd have to really think about the situation and the absolute value of what I was receiving in return.

The last game that made me feel like that was Metro 2033, and I fucking loved that game, unforgiving AI, temperamental weapons, cryptic plot, and all.

Also that Adama smiley header is rocket fuel. I'd fap your blog for that alone.
It doesn't really bother me so much. I keep a companion with me to carry what I can't, and even when I do need to unload stuff, it only reminds me to revisit my awesome lair. I became Arch Mage of Winterhold for more than one reason, y'know. :)
@falsenipple - No I don't think you're a nazi heh. I think that's something that could be implement but don't have it as a set rule for all games. Some thing like playing Fallout:New Vegas on hardcore would certainly benefit from that method of inventoring, because that's what the setting is all about. The needs, the musts over the shinies.

What I have noticed in Kninghts of Amalur at the moment is that it also seemed to do something which I find quite stupid and other games for the most part haven't followed suite and for a reason, that being - that it adds weight for multitude of items. Though in fairness I am glad that the didn't implement the "slow moving feature that Fallout games do, when you've hit over your max capacity.
I dunno. I like the slow moving in Fallout and Elder Scrolls games because it can turn combat looting and mistakenly overloading your character into something pretty damn funny. Imagine that happening while fighting Deathclaws.

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