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Carefully deciding what to keep or throw out in DD1 depending on what you wanted to take back to town made inventory management a hell of a lot more meaningful.
totally agree with a small rabbit.
i don't think any rogue lite game ive played hasn't had the option to sell back an item and ive played quite a few.
really odd game design, doesnt make sense to me... like story wise surely the hoarder would want your trinkets.
youre still getting rid of the items - you just dont get anything for it.
Strategically reserving items for later in the run can make a crucial difference.
combat items yes. trinkets or inn items (if there's no more ins) not so much
That, and again, this way it's less micromanagement.
I'm not understanding your point of view of how it could be less micromanagement ...its literally just a case of selling it to the trader instead.
like the guy above said, now you just dont get currency cause the only option is to drop it or not pick it up (because the trinkets arent better than what you have equiped). And id argue itd be better to sell cause thatd give you another method to gain currency and would make lairs a bit more worthwhile because if you dont like the drops you could still sell them.
Your talking with the most holy of white knights in this forums section. He doesnt actually know why not being able to sell extra trinkets is bad, but if you give him a few posts, he will certainly try to rationalize it for you 🤣
Someone needs to sit bro down and tell him he can love the game without needing to try and explain messy features or design choices.
flapjacks/candles/combat items flood ur inventory not trinkets. if ur picking up trinkets u wont ever use u are trolling urself