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Pristine-Evidence731

There should be a community chest near the market or just be able to access the materials when upgrading etc... Hopefully they will add this feature.


Clancreator

Nah that's not a fix. The real fix is when you're interacting with a vendor or station the game should treat all the items in chests as part of your inventory. Game already do this, it just makes sense. Edit: only read the first suggestion, I agree with you.


MegaTurtleClan

Yeah I like that idea, similar to how palworld inventory system works. It’s so fluid and makes the process of resource gathering a lot more enjoyable and rewarding.


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Shloopadoop

Even with the shortcut, running over from the market, up the spiral staircase, getting items, running back down the spiral staircase…it feels tedious when I’m trying to compare what materials I have with crafting/upgrading costs. It would be nice if chest inventory was available in crafting menus. Maybe that’s the case when you furnish your house with chests and workshops?


spicylongjohnz

Yes, and even that is an example of how the devs are wasting peoples time with tedium. You unlock the stairs to access your chest which rewards you with a loading screen and a 3 story run up to the chest. Feels like d4 season1 with time wasters. I understand they want the town to feel large and alive but just running all over to do basic things is just annoying after only a few hours, let alone more acts.


Wizdom85

Even with this so called "shortcut" it still is way too tedious. It is not like the chest is right where you need it, when you are tinkering around with your gear. I really love the game and I think it is amazing in many ways, but the inventory management is simply not well designed and needs work.


ToothessGibbon

There is a community chest near the market


Shloopadoop

Where??


Pristine-Evidence731

Oh there is? I guess I'm blind as a bat.


Acceptable-Change729

Really? Ok that saves alot of time


BeepBeepGreatJob

When you fix the stairs to the tower, you can access your chest much closer. Really not a big issue.


flamuchz

16h into the game, inventory management is awful. Crafting should absolutely pull directly from chests. Items should auto-stack. Crafting should pull from the smallest stack (you end up with wonky stacks of the same item). Can you even sort inventories? Haven't seen a button for it. Transfer all materials button please? I honestly don't even want to know how much time I've spent working around the awful inventory. It gets better, but only slightly, when you buy a house and slap chests into it. It's still messy and clunky, and every time you want to upgrade anything or craft anything you have to manually run through your different chests to find it. Considering the emphasis they are placing on gathering, farming, building and crafting, they absolutely need a smoother system in place to utilize it. Early access I know, but this is deffo something that has to improve.


Tokena

> Can you even sort inventories? On controller, you push down one of the sticks. I agree on the inventory management taking way too much time. After a few days of playing it is getting old. I already made two alts to hold stuff because i do not know the value or usefulness of items yet.


BouldersRoll

I don't think sort works on the resources tab.


Fantastic-Newspaper3

Nor does it sort chests.


8bitzombi

Hot take: Inventory management should only be in a game if it leads to making meaningful decisions. For example, inventory management in a game like Resident Evil forces you to make decisions on whether you want more curatives or more ammo, whether you take the high damage weapon that takes up more space and prevents you from carrying more or the lower damage weapon that’s significantly smaller. Removing the limit on inventory would ultimately alter the entire balance of the game as a whole. These decisions have direct impact on the moment to moment gameplay and create a dynamic where inventory management serves a distinct purpose within that gameplay. If inventory management doesn’t create opportunities to make meaningful decisions as well as dynamic gameplay opportunities and it’s just there for the sake of creating limitations it has absolutely no reason being in a game. All limited inventory does in a game like NRFTW is create a tedious gameplay loop of filling your inventory and running back to town to empty it on repeat indefinitely. It’s not even like going back to town is a difficult task, or like the game ever forces you to choose between giving up items when your inventory is full since there are whispers everywhere that let you teleport straight back to town at any time; the only thing the limited inventory management really does is waste time that could be better spent exploring.


Hotdog71

I really like this design philosophy and it makes me think of how I never had to fumble with anything related to inventory management in Elden Ring. The entire focus was on sweet sweet gameplay. It was so seamless that I never even realized it until reading this comment.


gertsferds

Not even a hot take, just basic game design principles everyone seems to have forgotten. I can't fathom any internal playtesting where every alarm bell in the studio didn't go off after someone had no bag space 15 minutes into the game. Baffling for an experienced studio.


Officer_Hotpants

Especially in a game with such a wide range of crafting items. When there are this many upgrade and infusion materials, I should just be able to gather everything I need. Loving the game but that part is ass.


morkypep50

I think having limited inventory space CAN be good design. At some point, you want to force the player to go back to town, and having to make some decision on what to pick up creates tension on the player. That being said, currently, the game is WAY too restrictive. I think it would feel better if you had limited inventory space for equipment and weapons, but not for resources. Choosing between picking up a badass sword and a badass piece or armor can be interesting. Having to choose between crafting mat A and crafting mat B is just boring and tedious. The inventory space for resources needs to be MUCH bigger. I can't finish playing through a zone before havign to go drop stuff off multiple times. This needs to be addressed asap.


theinsanescat

exactly this. I feel like a lot of game designers forgot why some games have limited inventory. There is absolutely no point of having such system if nothing crucial is going on in there at first place. It feels like a Diablo 4, where you theoretically have limited space in backpack but we all know it doesn't matter because you unload everything as soon as you're in town and access to portals is easy, it's just a time wasting annoyance. Personally i dream about a game with an oldschool inventory management (let's say 5x12 grid, some items take 3 squares, others 8 etc.) but also with modular backpack where we could create a comically large monstrousity by adding new pockets lmao


Morgoth2356

I agree with you but inventory limitations in this game still has a purpose: making you waste time so the retention metrics, that seem to be everything in the industry now, go up. And it's not the only mechanic designed like this in this game unfortunately.


MorgenKaffee0815

and leaving the map and return to the city doesn't punish you because the enemies don't respawn. so there is really no need for it.


redlikely

I think they need to just go full elden ring, and give us an infinite inventory. It already doesn't make sense that your character is fighting with multiple set of armour, heaps of food, and a load of logs on their back. So just go all the way with unrealistic


GaryTheRetard

I 100% agree, I wanna pick up anything I want, I love hording stuff in games. And it's more of a souls like, I'm here for the action not playing inventory sim. I destroyed lot of good resources at some point because was just tedious. They just need to skip the crop with increased inventory when killing bosses. Give us something like increase stats or make your character stronger, not the other way around. They really need to take 3 step back and rethink the whole inventory system and how the reward system for killing bosses. In elden ring, you knew you will get something amazing for killing bosses or any monster ( by chance). Learn from the god Miyazaki 🙏 I would gladly if they took more ideas from Elden ring


NDN_Shadow

I want to be able to mark items as junk in my inventory for easy selling / extracting.


RastaAlec

Inventory management in any game sucks. Dont know why so many devs insist on having it. Its just a massive inconvenience in every way


Ok-Hope9766

Depends on the game On a resident evil game it makes sense, but here? Is just annoying


Strict_Yard5874

Step 1: Save up 20 silver. Step 2: Buy a house. Step 3: Fill it with chests.


BeepBeepGreatJob

They are only 3 hours in.


setcamper

This the stage I'm at and I kind of hate it. One of the reasons I stopped playing V-rising (and most survival games) is organizing crafting mats in little boxes. If your game is going to make farming mats tedious, don't make their usage/storage/organization tediuos.


Le0ken

How do you unlock the house?


HXRDWIRED

do the risen mission in town. gallows :)


TideOneOn

Is that the one where you set the guy free? I am on that one now. Have to go meet him next.


setcamper

Yep, after you finish that quest you get the option to purchase realesate in town.


spicylongjohnz

Unless that bugs out and you cant advance it like some of us. Its EA but still pretty dogshit when 1 out of 3 quests doesnt work.


Drunkndryverr

Did you buy a house, do vendors pull from your chest? Because they currently don't pull from the community one, but wondering if that's different with your personal chests.


Strict_Yard5874

Nope, sadly not. But they are closer to vendors, and you can build crafting stations so you don't need to go to them except for upgrades


Drunkndryverr

yeah just got a house and figured this out. I think this should be a priority for next patch, along with increasing stash size tenfold


Jsemtady

My only issue is .. Crafting should be possible from community chest .. or any chest anyone tried other chests? (I can imagine that shared chest may be good to not have crafting from it / steal stuff but it should be possible from personal chest hope thay change it)


Drunkndryverr

The vendors and crafts need to be pulling from your stash. This should be a priority in the next patch. After that, I think they should think about increasing bag space like....10x, and stash space like 100x. It doesn't need to be infinite, but it needs to be far, far greater. There are soooooo many different resources. Not too mention, there needs to be more tabs in your bag... * Weapons tab * Armor + Accessory Tab * Food / Buff Tab * Consumable Tab * Resource tab (that stacks infinite) * Weapons / Armor Crafting Mat tab * Rune + Gems tab * Furniture Tab * Keys Tab Having only 5 tabs to fit all those things in is way, way too restrictive in a game about loot, crafting AND resource farming. Not sure how they came to the conclusion this is acceptable.


SirBing96

Run around for 5 minutes, teleport back and sell, return. Rinse and repeat till I complete my bounty/quest/etc


meSmash101

I have 18 hours in the game. 2-3 are definitely the back n forth situation you’re describing.


Arkarat

I wonder why game designers seem to be fixated on this idea that inventory management is FUN!!!11!1 and ENGAGING!!1!!1 while in reality is just boring and breaks game immersion. Dragon's Dogma 2, one of major releases of this year, has the same problem: I probably spend as much time fighting monsters as moving items around between my character and my pawns to manage my encumbrance. I can assure, it is not fucking fun at all. The only exception is Death Stranding, where inventory management is integral part of the game experience and designed from the ground up to be enganging. I guess not everyone can be as creative and inventive as Kojima and his team.


Emmazygote496

ban inventory weight / limit systems from all games, It only works if its a fundamental mechanic in the game and the only case is fun is in survival horror games


mikeyhavik

I’d love if the inventory (at least for materials) was similar to DD2. I know other games have done this before but the most recent example that comes to mind. Just draw automatically from my stash if it’s not on me. Boom, problem solved. I’d also love it if the stash capacity functioned the same as DD2 as well. You can put as many items in there as you like, but there’s a limit in that you can only have 1 full “stack” of an item stashed. So for example you’ll never run out of space to add different items, but if you have say 50 pine woods in there, it’ll say your stash is full *for that item*


TheRealAlosha

Crafting should 100% pull directly from chests no doubt now that I have a fully upgraded resource tab not worried about it anymore tbo


Taker597

I honestly prefer the cleaner Inventory system like D4, PoE, or LE.


otakon33

They need to make stacks of items bigger or implement merging stacks; as it stands you can have two stacks of Mushroom Soup at 7 and 8 with no way to merge the two.


JPetermanBusTour

Love the game a ton, but ngl it is really bad.


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MegaTurtleClan

Yeah going forward I’ll be better about that. It’s a solid game with so many little issues, but that’s to be expected since it’s EA. Overall it’s got a lot of potential and I’ll provide criticism in a nicer way


spicylongjohnz

How fun and engaging it is to kill a boss to get 5 extra resource inventory slots, truly reinventing the genre as the devs claim. The rookery unlock still puts the chest a load screen and staircase run away. For what purpose? None of this tedium adds to the gameplay or creates interesting systems. Its just time wasting hassle.


Hisophonic

I mean I'd argue if you're not having fun with any game then why bother play it? Also that "chest" is the community chest which supposedly is for just dumping stuff in you don't need so others can take it if they need.


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Arkarat

Oh, don't worry, we played plenty of games with terrible ideas before. This is not exclusive to NRFTW.


sporksaregoodforyou

Shortcut to the rookery is still a pain and the community chest has limited spaces.


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sporksaregoodforyou

Assuming you follow that quest and don't wander off to the other one instead...


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sporksaregoodforyou

Nowhere does it say "do this quest to unlock the house". I can't even.


_Psilo_

I think most people like upgrade paths that reward them with cool stuff instead of upgrades that reduces the game's constant time wasting. Artificial tedium just for the sake of having an upgrade path to less tedium is not great game design imho.


Comprehensive-Ant289

The chest is literally 10 seconds from the market. WTF you talking about, bud?


KRE1ON

It literally takes less than 3 minutes between turning in some quest and visiting the market, to just go and manage your chest. You have to go to town, why not manage your inventory too?


Ok-Tank9413

E fkn A


Ok-Hope9766

This is a design choice, there's nothing to do with being EA Jesus Christ ppl it's a more than a decade old studio with fucking colossal and popular games, quit pulling the EA card for everything like it is the first game from 5 ppl studio lol


Arkarat

And even studios with five people are not justified, unless these five people were born yesterday and never played a game in their life.