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If you had a full inventory you can't pick half your stuff back up without juggling and it gets irritating if you are being shot at.
It would certainly be a really cool feature, and really good QOL boost.
But it's also a pretty big technological hurdle. Not to say that it would be impossible for the developers to deliver... but:
This made me think about other games with similar inventory systems, and they all share this issue.
There's a couple solutions I can think of but they all have some drawbacks.
For one, the developers could give each item a variable of what inventory slot it was in last.
The drawback of this: An integer is 2-4 bytes of data. You could get away with using a short, so only 2 bytes, but these bytes can add up fast depending on scale. Split stacks? Each stack would have an extra byte, per dead player, etc.
You could have the dead-inventory store a matrix of item positions, but this actually has even more memory overhead. Not to mention having to design a relatively complex system for it.
You could have the player's inventory use this matrix system instead, but again overhead.
None of this accounts for issues like if another player picks up the inventory. Your desired organization could be their annoying organization.
If the original slots are occupied? Well that's an easy fix, but it also means all the systems designed are rendered pointless.
I think this is a pretty cool idea, don't get me wrong. I just think it's a lot more complex of a feature than it appears on the surface, and opens up some potential issues with memory / save-file size especially in terms of scalability.
2-4 bytes, per item stack, per player, weather or not the player is alive, or even has the item in their inventory. (the "in their inventory bit" could be worked around with 'wrapping' items... but that means processing overhead).
You might not notice with a small handful of players playing, but even then it depends on how many items each player has.
Currently the max amount of players you can have while retaining server stability is about 25. (And there's no actual hard limit, a server can allow as many players as the host wants, at LEAST 100 confirmed. And of course the dream is to have as many players as possible)
But let's assume 25 players, each has 100 "items" (occupied slots of inventory or storage)
That ALONE is 50 megabytes of save-data added. Potentially RAM as well, depending on how Empyrion has optimized things. And 100 objects isn't a lot of objects for someone to have in a game like this.
So yeah cool idea, but by no means a simple feature to add. Either you get big inflations in memory requirements, or have to design somewhat complicated inventory management systems and apply them to both player and corpse.
(not to mention whatever solution is applied, it's all for nothing if said slot is occupied by whoever winds up picking up the item)
In the same vein, when you deconstruct something the blocks should go back to the same stack they came from instead of some random bag slot.
I'm just pointing out that there's actually WAY more complexity to this idea then it initially looks like on the surface, and implementing this idea means accounting for new challenges such as processing, or memory increases.