SIGNALIS

SIGNALIS

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Iris Heart Nov 8, 2022 @ 8:25am
My milder take on inventory space
I've seen quite a lot of complaining about 6 inventory slots being not enough. I mostly disagree, I think it is decently enough. BUT, if I had any criticisms about it, I'd say that flashlight module and screenshot module shouldn't be inventory items, they should be imbedded into the character when found for the rest of the game, like radio module.
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Showing 1-10 of 10 comments
Bankai9212 Nov 8, 2022 @ 8:39am 
Being able to bring more ammo stacks and key items being separate would also help.
Falleax Nov 8, 2022 @ 8:42am 
I agree, I see no downside since the flashlight is hardly used and alerts enemies.
Your currently equipped weapon and defense item shouldn't take a slot as well, the UI already supports this too.
leftgamer7 Nov 8, 2022 @ 8:54am 
I personally had little problems with both of them being an item instead of a module since most dark rooms are easy to navigate through without it and I only used it to open the doors or pick up items.

I think it would be cool if they made them items in survival mode but kept them as modules you need to switch through in normal mode.
Bankai9212 Nov 8, 2022 @ 8:55am 
Originally posted by leftgamer7:
I personally had little problems with both of them being an item instead of a module since most dark rooms are easy to navigate through without it and I only used it to open the doors or pick up items.

I think it would be cool if they made them items in survival mode but kept them as modules you need to switch through in normal mode.
That’s the issue, since you can’t open doors without it, you are required to take up a slot for it. With the wires in later playthroughs you can get through without it.
leftgamer7 Nov 8, 2022 @ 8:59am 
Originally posted by Bankai9212:
Originally posted by leftgamer7:
I personally had little problems with both of them being an item instead of a module since most dark rooms are easy to navigate through without it and I only used it to open the doors or pick up items.

I think it would be cool if they made them items in survival mode but kept them as modules you need to switch through in normal mode.
That’s the issue, since you can’t open doors without it, you are required to take up a slot for it. With the wires in later playthroughs you can get through without it.

Well my usual strategy was just to enter a room with the flashlight and take mental notes of where items and enemies were placed, then exited and reentered without the flashlight enabled and just snuk my way till i was forced to use it.

But I agree, it makes no sense that sometimes Elster can't "see" a door, but the player definetally can and then forces you to get the flashlight.
I would understand it for picking up items but most doors are clearly visible in most cases.
Last edited by leftgamer7; Nov 8, 2022 @ 9:00am
Bankai9212 Nov 8, 2022 @ 9:07am 
Well they give a lore reason for it, and yet you can only carry one stack of each ammo type with no explanation. It’s a lump sided balance, it’s like they took a large inspiration from silent hill but forgot why those games worked so well.
Deepeye Nov 8, 2022 @ 9:10am 
Honestly, this game isn't so much about action. It is there, but it's either place specific (where you have to clear) or you go on rampage specifically to clear out rooms.

What I am trying to say is that you do not need 50 bullets with you to do what has to be done for normal playthrough.

I feel that the balance is towards exploration, rather than combat, and places where combat is forced - you have enough ammo by default.
Last edited by Deepeye; Nov 8, 2022 @ 9:14am
leftgamer7 Nov 8, 2022 @ 9:11am 
Originally posted by Bankai9212:
Well they give a lore reason for it, and yet you can only carry one stack of each ammo type with no explanation. It’s a lump sided balance, it’s like they took a large inspiration from silent hill but forgot why those games worked so well.

Fair enough, I usually assumed the box can only hold a specific amount of ammo.
But I usually barely got it maxed out and when I did I usually just had like 3 extra bullets left anyway.
gabrielperez259 Nov 8, 2022 @ 11:02am 
I agree.

Later on in the game we basically have 5 inventory spaces, since gets hard to explore without flash light.
This idea is good, because as deepeye sayed, this game isn't that about action, so inventory management is a big deal on keep the game challenging, I don't know how easily the game may be if it were modified to 8 slots instead.
Last edited by gabrielperez259; Nov 8, 2022 @ 11:06am
Bankai9212 Nov 8, 2022 @ 11:23am 
Originally posted by gabrielperez259:
I agree.

Later on in the game we basically have 5 inventory spaces, since gets hard to explore without flash light.
This idea is good, because as deepeye sayed, this game isn't that about action, so inventory management is a big deal on keep the game challenging, I don't know how easily the game may be if it were modified to 8 slots instead.
Game isn’t that hard, enemy placement becomes an issue when you have little room to move. If key items didn’t take up slots it would be better overall.
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Date Posted: Nov 8, 2022 @ 8:25am
Posts: 10