SIGNALIS

SIGNALIS

View Stats:
Knight Nov 6, 2022 @ 8:05pm
Really solid game, but the aggressively small inventory is a huge problem that breaks flow.
add a minimum of 4 more slots, this ♥♥♥♥♥ annoying
< >
Showing 1-11 of 11 comments
Nuggmet Nov 6, 2022 @ 8:09pm 
The devs are looking into it, they may change some aspects of the inventory or add a slot or two
Knight Nov 7, 2022 @ 12:23am 
Yeah I mean even just making it so that your current weapon / equipped module no longer consume a slot would go a long way, but in times where you are juggling as many as 4-6 key items and constantly having to run back to the chest its just an unnecessary blemish on a really phenomenal game. I was really impressed with nearly every aspect other than perhaps the enemy revival mechanic if not burned they come back kindof annoyingly fast. Seemed like 3 room transitions brought them back and it should've been more like 6.
Originally posted by Strider:
Yeah I mean even just making it so that your current weapon / equipped module no longer consume a slot would go a long way, but in times where you are juggling as many as 4-6 key items and constantly having to run back to the chest its just an unnecessary blemish on a really phenomenal game. I was really impressed with nearly every aspect other than perhaps the enemy revival mechanic if not burned they come back kindof annoyingly fast. Seemed like 3 room transitions brought them back and it should've been more like 6.

i can understand this frustration but they were very much inspired by RE 1 remake which also has both of these mechanics, they even gave an in lore reason for have 6 slots only and even a good reason for their version of the crimson head mechanic to make sense.

i think your suggestion for the weapons is a good one and maybe relegating some of the items as key items might help too
Vazc0 Nov 7, 2022 @ 12:45am 
inventory management and having to consider enemies getting up again are a huge part of the fun in these games. but i agree that it wouldnt hurt to free up a slot for the equipped flashlight/autoheal/stun. just dont overdo it, since it can make the fun part of careful ressourcemanagement irrelevant.
Last edited by Vazc0; Nov 7, 2022 @ 12:46am
goka9696 Nov 7, 2022 @ 12:52am 
I agree that items like the flashlight shouldn't take a slot, at least when they're equipped, and that perhaps there shouldn't be such a strict 2 mag limit on how much extra ammo you can carry, but otherwise I haven't found the inventory to be that big of a deal.
Takihara Nov 7, 2022 @ 1:53am 
I couldn't agree more. I love the game but had to take a break during my second playthrough as I've gotten so bored of backtracking.
『Glory Days』 Nov 7, 2022 @ 2:45am 
inventory management is a key part of the survival horror genre. We get like, one true survival horror game every 10 years, theres so many other choices for horror games out there that don't emulate the specific style of survival horror, please just let us have one thing. :theskull:
Bankai9212 Nov 7, 2022 @ 4:30am 
Originally posted by 『ACHTUNG!』:
inventory management is a key part of the survival horror genre. We get like, one true survival horror game every 10 years, theres so many other choices for horror games out there that don't emulate the specific style of survival horror, please just let us have one thing. :theskull:
True survival horror, yet has infinite saves.
Bankai9212 Nov 7, 2022 @ 4:32am 
Originally posted by ♥♥♥♥♥♥♥ Paulius:
Originally posted by Strider:
Yeah I mean even just making it so that your current weapon / equipped module no longer consume a slot would go a long way, but in times where you are juggling as many as 4-6 key items and constantly having to run back to the chest its just an unnecessary blemish on a really phenomenal game. I was really impressed with nearly every aspect other than perhaps the enemy revival mechanic if not burned they come back kindof annoyingly fast. Seemed like 3 room transitions brought them back and it should've been more like 6.

i can understand this frustration but they were very much inspired by RE 1 remake which also has both of these mechanics, they even gave an in lore reason for have 6 slots only and even a good reason for their version of the crimson head mechanic to make sense.

i think your suggestion for the weapons is a good one and maybe relegating some of the items as key items might help too
Resident evil 1 Chris had 6 slots compared to Jill. Also you are in the mansion for a majority of the game so you don’t have to pick up health or items when you first see them. Also you can carry multiple stacks of ammo.
Knight Nov 7, 2022 @ 10:31am 
Originally posted by ♥♥♥♥♥♥♥ Paulius:
Originally posted by Strider:
Yeah I mean even just making it so that your current weapon / equipped module no longer consume a slot would go a long way, but in times where you are juggling as many as 4-6 key items and constantly having to run back to the chest its just an unnecessary blemish on a really phenomenal game. I was really impressed with nearly every aspect other than perhaps the enemy revival mechanic if not burned they come back kindof annoyingly fast. Seemed like 3 room transitions brought them back and it should've been more like 6.

i can understand this frustration but they were very much inspired by RE 1 remake which also has both of these mechanics, they even gave an in lore reason for have 6 slots only and even a good reason for their version of the crimson head mechanic to make sense.

i think your suggestion for the weapons is a good one and maybe relegating some of the items as key items might help too
Comparing the mechanic to RE:Remake is a false equivalency, in RE:make if you didn't burn a zombie they came back as a crimson head halfway into the game which could also be permanently killed it was just harder. Just making unkillable enemies that come back after a few rooms is not the same thing, also RE devs do a far better job of balancing the inventory than this game did. Like this is a flow issue from a likely lack of QA.
DeadBabyJuggler Nov 7, 2022 @ 2:11pm 
Inventory is definitely frustrating. I'm also not a huge fan of "unkillable, enemies," but I can deal with them even though sometimes you literally walk into unavoidable damage thanks to not knowing where enemies are on the opposite side of a door.
Last edited by DeadBabyJuggler; Nov 7, 2022 @ 6:07pm
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Nov 6, 2022 @ 8:05pm
Posts: 11