SIGNALIS

SIGNALIS

View Stats:
Exolden Nov 6, 2022 @ 1:58pm
Inventory
Yeah honestly i dont think slots being as limited as they are really adds anything.
Ive just gotten to this point where I just literally never shoot anything that isnt a boss despite sweeping ever area for items and kiting dudes as i backtrack back to the save room for the tenth time. Game just turned into scoopy doo at times in nowhere.
Unless you were playing chris even re1 wasent this bad and even then I dont think that inventory system aged very well. Maybe make the gun and secondary equipped not take up slots? I feel like at the very least theres a middle ground here.
< >
Showing 1-14 of 14 comments
Bankai9212 Nov 6, 2022 @ 2:11pm 
Well with Resident evil, you are in the mansion for most of the game unless you are playing the difficulty where storage chests are isolated it was pretty easy to leave things as they were. Even then the game didn't have anywhere near the amount of key items signalis has which is the biggest issue.
Shark Boy Nov 6, 2022 @ 4:02pm 
There's just too many different types of items in Signalis to only have 6 inventory slots. Especially when you're going somewhere that requires you to have a secondary item equipped.
gnjrhdt Nov 6, 2022 @ 4:14pm 
Originally posted by Shark Boy:
There's just too many different types of items in Signalis to only have 6 inventory slots. Especially when you're going somewhere that requires you to have a secondary item equipped.


donno - it may be an issue on a higher difficulty - but then you allreaddy know more or less what to expect

you can always discard ammo - or even not take some
its so easy to avoid fights - and if it is not possible you can eat more than enough hits until u can patch yourself up later

i was exploring most of the time with a pistol loaded fith 4- 6 bullets and no extra ammo
Last edited by gnjrhdt; Nov 6, 2022 @ 4:14pm
Pocket Dog Nov 6, 2022 @ 4:51pm 
The item slot system that RE used is extremely outdated - we're talking 26 years. I get that the dev team were influenced by RE, but the item slot system didn't need to be carried over, particularly considering the improvements Capcom has made over the years to the series. Whether it be the system RE4 and Village used, or allowing the player to upgrade the number of slots, as seen in the RE2 and 3 remakes, there are plenty of other ways the devs could have gone without making item management frustrating and tedious.
Elymnir Nov 6, 2022 @ 6:03pm 
Agree. By the end of the game, I was only carrying a gun and one stack of ammo, but still couldn't clear more than one room at a time. I always had to pick things in one room, get back to a box then get back to see another room. It makes the game needlessly tedious and breaks the pace.
Muscarine Nov 6, 2022 @ 6:10pm 
Originally posted by Elymnir:
Agree. By the end of the game, I was only carrying a gun and one stack of ammo, but still couldn't clear more than one room at a time. I always had to pick things in one room, get back to a box then get back to see another room. It makes the game needlessly tedious and breaks the pace.

I barely carried one weapon and not even ammo

By the end of the game i had a massive pile of unused ammo of all types

The truth is that the game isn't balanced around being a pack rat, you're almost encouraged to just use ammo you find on the fly

That doesn't mean you shouldn't play like a pack rat, but that most definitely means you shouldn't if you're not enjoying the backtracking

I personally didn't mind at all, but more importantly i eventually figured it really wasn't needed, at all
Bankai9212 Nov 6, 2022 @ 6:17pm 
Originally posted by Muscarine:
Originally posted by Elymnir:
Agree. By the end of the game, I was only carrying a gun and one stack of ammo, but still couldn't clear more than one room at a time. I always had to pick things in one room, get back to a box then get back to see another room. It makes the game needlessly tedious and breaks the pace.

I barely carried one weapon and not even ammo

By the end of the game i had a massive pile of unused ammo of all types

The truth is that the game isn't balanced around being a pack rat, you're almost encouraged to just use ammo you find on the fly

That doesn't mean you shouldn't play like a pack rat, but that most definitely means you shouldn't if you're not enjoying the backtracking

I personally didn't mind at all, but more importantly i eventually figured it really wasn't needed, at all
There’s no point in taking more then a max stack, since you can’t take multiple like resident evil that allow stacking of the same ammo type. This combined with the low ammo capacity of those stacks is sort of an issue. Also using ammo makes little sense as enemy’s get back up and you only have a handful of flares in the game.
Muscarine Nov 6, 2022 @ 7:02pm 
Originally posted by Bankai9212:
There’s no point in taking more then a max stack, since you can’t take multiple like resident evil that allow stacking of the same ammo type. This combined with the low ammo capacity of those stacks is sort of an issue. Also using ammo makes little sense as enemy’s get back up and you only have a handful of flares in the game.

I've had very few enemies come back up, and i'm still not clear if it's a % chance when you enter a room, or if they're triggered by collecting key items

I don't think it's time based

That said on my second playthrough currently in progress, i'm doing very little backtracking, so a good shotgun blast on an annoying enemy is really all you need, even on survival

The only scenario where you really should bring more ammo than what's loaded in the weapon is for bossfights, so... twice, because for the second you don't even need to shoot

And we really want to split that hair too, you can even manage without spare ammo during these 2 fights, because they made sure there's enough ammo to loot in the boss rooms

Burning bodies is mostly useful where you know you're going to go back a lot to, especially if there's a bottleneck
Also particularly useful for the Mynah bossfight, and the game conveniently hands you your first thermites just before
Last edited by Muscarine; Nov 6, 2022 @ 7:10pm
Bankai9212 Nov 6, 2022 @ 7:25pm 
Oh I’m sure there’s plenty of things you can do once you know the knowledge. Fact is unlike re1 or 2 you aren’t in one location you are always moving. So in those games you can plan a route. Here given key items take slots, enemies do get up and you can’t carry multiple stacks. Inventory just wasn’t thought out.
Muscarine Nov 6, 2022 @ 7:36pm 
No no

I'm also talking from first playthrough experience, didn't bother me, especially once i figured i don't need to pack everything i see - i still did, but i didn't need to

Anyway that's a moot point because they said they're looking into making the inventory more friendly to people who really can't stand the rule of six
Remus Nov 7, 2022 @ 8:43am 
I wasn´t used to this inventory system but it feels right. You just cant carry around 5 Weapons including amunition and all the healing stuff you want. Its reinforcing the survival aspect of the game that you need to consider what you take on your next scout mission and how much space you left free for scavanging.
Bankai9212 Nov 7, 2022 @ 9:21am 
Originally posted by Remus:
I wasn´t used to this inventory system but it feels right. You just cant carry around 5 Weapons including amunition and all the healing stuff you want. Its reinforcing the survival aspect of the game that you need to consider what you take on your next scout mission and how much space you left free for scavanging.
Which isn’t much if you take healing, tool, weapon and ammo. Anyone who’s played a game like this knows the basic rule. The issue is the juggling of a ton of key items.
Bankai9212 Nov 7, 2022 @ 9:21am 
Originally posted by Muscarine:
No no

I'm also talking from first playthrough experience, didn't bother me, especially once i figured i don't need to pack everything i see - i still did, but i didn't need to

Anyway that's a moot point because they said they're looking into making the inventory more friendly to people who really can't stand the rule of six
More like, we didn’t do enough play testing to realize the inventory limitation with key items.
One thing I don't like with the inventory and the inventory management is that it desensitizes player to the horror aspects of the enemies.

Game obviously tries to scare the player when encountering enemies: The disturbing music, the video glitches, enemies getting up unexpectedly, aras coming out of the floor after some time delays or proximity triggers and so on.

However, if I need to go through an area 3-4 times, then the enemies just aren't as scary as they are when first encounted, and the small inventory increases the chances I'll need to backtrack. So instead of feeling afraid, I get the feeling I'm in an episode of Scooby Do, and after I while, I'll become proficient in dodging enemies, and then I don't need the health pick ups and the ammo as much, and encountering enemies turns from somehting that was initially scary, into something that's perhaps a bit boring.

Then, we've had the point of using ammo and rarer equipment immediately... I too thought like that, but then the first encounter with Mynah, where she's a boss, changed that: The two little Replikas, I think they're Aras, pop up and they made it too difficult for me, because they would keep getting up. I felt punished, because I used up the thermite, so I reloaded, and saved the thermite and used it on them. This had the downside of making me hoard all of the rarer consumables, because I'd never know if I'm desperately going to need them, and made them too valuable to use.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Nov 6, 2022 @ 1:58pm
Posts: 14