Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Before the patch it was introduced you were able to place 4 vendors with 30 slots each in your camp. You could have themed vendors selling only what you wanted.
When the camp slots came in all vendor stock was put into a single, large 120 slot pool. This was the solution the devs came up with to allow camp swapping on the fly.
How this relates to the question is that inventory management in this game is awkward and doesn't always work right (vendor glitch selling items not listed etc.). Using one list per player defined by stash weight simplifies the amount of data stored and sent to servers or other players.
Not trying to be an apologist for the devs, but I think it's just some of the quirks of tacking a multiplayer component onto a buggy, single player engine.