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回報翻譯問題
I can but as stated in the title, its a quality of life improvement since I doubt most enjoy going through extra hoops to make a purchase.
I think Larian should either double down on the survival systems and actually make inventory space/weight limits a meaningful part of the gameplay, or just put coinage in its own universal, weightless inventory like almost every other CRPG ever.
Riding the fence on inventory management is a great way to only add annoyance.
I don't care what Larian chooses, as long as they double down on something. They won't please everyone and there's no middle sweet spot. There's going to be a competitive mod for whatever direction they choose to go with. I'd prefer it if they stick with the weight for gold
Exactly. Weight for gold, food, supplies that have necessary uses, limited inventory space and encumbrance considerations. 5e has mechanics for all this stuff, but I think the resource management side of adventuring is something much better suited for a video game where there's a computer to handle all the math for you. Just leave the player with the strategic decisions about what gets brought and what stays behind. When the party turns back and when they press on.
CRPG mixed with a survival game. I don't know that the overall structure of an Original Sin game really lends itself to that idea, but it's the only one where gold having weight isn't just a random annoyance.
I don't think it makes any sense at all in a game like BG3. You can travel back and forth freely in BG3, there's no passage of time or anything like that - even if you had weight restrictions, it's still going to be nothing more than a nuisance because the worst case scenario is you just make multiple trips to carry everything you wanted to.
I think those kinds of weight restrictions only really make sense in more procedurally generated games, or if the weight restriction is only limited to specific areas (ie. I could maybe see weight restrictions making sense in some games if they were just limited to specific quests, and as soon as the quest was over you still had access to everything you left behind.. but that's a very different kind of system).
Besides, something like that would need to be planned around from the start of development - it's not the kind of thing you can just shove in an already half-finished game. It's way too late in development to try to make sweeping changes like that.
And wasn't a general inventory item.