Atomfall

Atomfall

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T3ddy B4gW3LL Mar 29 @ 2:29pm
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2
8
Inventory needs to be bigger
pretty much as the title says, you have a lot of walking,exploring and scavenging to do so I think it would be a lot more helpful if your inventory was bigger.

I am only 2 hours in so far and already having to sell/trade things that I don't want to

please make the inventory bigger
Thank you
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Showing 1-15 of 43 comments
Machika Mar 29 @ 2:41pm 
Find a storage tube and dump stuff in it.
I started off thinking the same thing, but it does add an interesting dynamic and feel to the game. Plus it seems to prevents me loot-hording as much and encourages me to craft and use consumables.

Plus storage tubes are your friend though I wouldn't bother with melee weapons or bows
Cyrus罰 Mar 29 @ 6:40pm 
This is one of my main problems with the game:

1. Your inventory is extremely small, especially for the large weapons.
2. Loot and resources are *extremely* abundant, and there's no way to send them to storage.
3. Storage tubes are only in certain locations, can only hold 100 items, and can't hold crafting materials.
4. There's no fast-travel, no quick way to access storage tube items when bartering, so there's just a lot of needless running back and forth.

I hope we get a QoL patch some day.
bobbie046 Mar 29 @ 6:50pm 
I agree the backpack has a ridiculously small capacity, realistically it should have 4X the capacity. Also there is no way on gods earth that British citizens and military would not continue using British currency, that frankly is a major ♥♥♥♥-up by Rebellion
yeah biggest detracting factor from the game, other than lack of fast travel. I find myself smoking the copium and telling myself it's more realistic. Biggest issue with tiny inventory is that it really makes you care less about exploring/looting unless you want to spend 90% of the time running to and from tubes. You should at least be able to fast travel between zones. Fast traveling to every POI or phone booth would make the game seem way too small.
Wurm65 Mar 29 @ 8:02pm 
Once you figure out how to use the storage tubes its not an issue, you only take with you what you need, and make the bandages and other items as you go.
Gone_4Good Mar 29 @ 10:59pm 
Originally posted by T3ddy B4gW3LL:
pretty much as the title says, you have a lot of walking,exploring and scavenging to do so I think it would be a lot more helpful if your inventory was bigger.

I am only 2 hours in so far and already having to sell/trade things that I don't want to

please make the inventory bigger
Thank you
Same here..
DyD&Marina Mar 29 @ 11:30pm 
Bigger inventory is pretty much useless, once you found your weapons of choice and unlocked gunsmith, you need only go in the area where the enemies with this weapon spawn, with two or three empty slot and farm it, you will get the higher quality in 10/15 minutes.

For all the other items, healing/protective items or throwing item/explosive, they are pretty much useless on higher difficulty, i finished the starting map, the village and i have done 1/4 of cesterfall and starting ske? not remember the name and i have already i combination of 70 of this items in storage and i stopped get them around because it's useless to store more of this.
MasterZalm Mar 30 @ 12:20am 
Originally posted by Machika:
Find a storage tube and dump stuff in it.

Storage Full. Plenty of weapons for upgrading current armory(need more training stims), plenty of bandages, medkits, pastries(healing) and modern grenades(no makeshift), fair amount of "high value items" like painkillers and molotovs, one of each weapon(just in case), and no more room in either bag or tube.

And I'm playing on Challenging for all. Loot is too plentiful, storage is not deep enough, no where to use/trade valuables, no where to store ammo/resources.
DyD&Marina Mar 30 @ 12:28am 
Originally posted by MasterZalm:
Originally posted by Machika:
Find a storage tube and dump stuff in it.

Storage Full. Plenty of weapons for upgrading current armory(need more training stims), plenty of bandages, medkits, pastries(healing) and modern grenades(no makeshift), fair amount of "high value items" like painkillers and molotovs, one of each weapon(just in case), and no more room in either bag or tube.

And I'm playing on Challenging for all. Loot is too plentiful, storage is not deep enough, no where to use/trade valuables, no where to store ammo/resources.

The solution is already in your comment, loot is plentiful and you don't need it on max difficulty, simple stop looting, this isn't a fallout game.
Last edited by DyD&Marina; Mar 30 @ 12:28am
Arisen242 Mar 30 @ 12:30am 
once you got a few hours in you'll start to understand the only item you use the most is all you need everything else is not too important, just have two main LG weapon leave the other two LG slot free, for the backpack Inventory use at the max 6 slot or less carry one gun or melee not both one medkit and two-three bandage and optional carry two throwable, now you should have 7 free slot.
Originally posted by rambletripe:
I started off thinking the same thing, but it does add an interesting dynamic and feel to the game. Plus it seems to prevents me loot-hording as much and encourages me to craft and use consumables.

Plus storage tubes are your friend though I wouldn't bother with melee weapons or bows
Here's my "interesting dynamic":

- loot entire town, half the stuff I can't pick up since my inventory is full
- yes I can craft stuff like molotovs but why bother? They're single use and don't stack. In fact the first several hours I found nothing to craft that is worth it except for bandages
- food doesn't stack either and doesn't increase that much health so you generally pick up all the food you can find to eat after combat leaving almost no space for anything else
- bandage materials are by far the most useful but again bandages don't stack and cloth isn't that common so you need that food too
- bartering is terrible because you don't know what is worth the most so generally I lobbed all weapons in one spot, then dropped my entire inventory, picked up weapons, ran to tube, stored it, then when bartering, go to tube, drop inventory, pick up looted stuff which I thought was worth the most, go to merchant, after bartering return to tube, pick up old inventory I dropped after putting back stuff I didn't sell in tube

That isn't an "interesting dynamic", it's effing annoying as HELL. The inventory kills any fun the game might have. There's a dozen ways to skin a cat and Rebellion picked the absolute worst way.

One RIGHT way to do it, is to have a large inventory with items that stack but make crafting materials & ammo less common. Or, require weapons & gear to be maintained using crafting materials. Basically you either need something to absorb the stuff you pick up or you need to limit how much you find to strike a balance. Limiting the inventory is the worst way to go about this since in an open world game like this exploration is key and exploration is tied to rewarding the player = loot = needs inventory. This game manages to make stuff you find extremely boring (mostly dull notes, crafting mats and the same weapons over and over) which is bad enough but combine it with the bartering & inventory limitations and BAM you just killed the game.
Caldrin Mar 30 @ 2:11am 
what do you actually want to keep ?

Other than having a pistol, melee weapon and a few items to heal yourself with and a couple of mission items you need to pick up along the way.. should leave more then enough slots of pick up some decent items so you can trade them for ammo and skill books..

There is certainly no need to keep everything.. and hey you always have the global storage system if you do want to keep everything for some reason.
Originally posted by MasterZalm:
Originally posted by Machika:
Find a storage tube and dump stuff in it.

Storage Full. Plenty of weapons for upgrading current armory(need more training stims), plenty of bandages, medkits, pastries(healing) and modern grenades(no makeshift), fair amount of "high value items" like painkillers and molotovs, one of each weapon(just in case), and no more room in either bag or tube.

And I'm playing on Challenging for all. Loot is too plentiful, storage is not deep enough, no where to use/trade valuables, no where to store ammo/resources.

But why? You don't need it.

I'm half way through the game on the same difficulty and I've used about five bandages, a hatchet and the automatic shotgun. Anything else I just hold on to for trading if a skillbook or recipe turns up.

People's biggest problems with this game are that they think it should play like Fallout or Farcry and are trying to play it like Fallout or Farcry. Stop doing that. It's not a looter shooter. It's survival exploration where you have to explore without getting killed and make choices that will make your journey easier or harder.
Originally posted by Majestic 12:
Originally posted by rambletripe:
I started off thinking the same thing, but it does add an interesting dynamic and feel to the game. Plus it seems to prevents me loot-hording as much and encourages me to craft and use consumables.

Plus storage tubes are your friend though I wouldn't bother with melee weapons or bows
Here's my "interesting dynamic":

- loot entire town, half the stuff I can't pick up since my inventory is full
- yes I can craft stuff like molotovs but why bother? They're single use and don't stack. In fact the first several hours I found nothing to craft that is worth it except for bandages
- food doesn't stack either and doesn't increase that much health so you generally pick up all the food you can find to eat after combat leaving almost no space for anything else
- bandage materials are by far the most useful but again bandages don't stack and cloth isn't that common so you need that food too
- bartering is terrible because you don't know what is worth the most so generally I lobbed all weapons in one spot, then dropped my entire inventory, picked up weapons, ran to tube, stored it, then when bartering, go to tube, drop inventory, pick up looted stuff which I thought was worth the most, go to merchant, after bartering return to tube, pick up old inventory I dropped after putting back stuff I didn't sell in tube

That isn't an "interesting dynamic", it's effing annoying as HELL. The inventory kills any fun the game might have. There's a dozen ways to skin a cat and Rebellion picked the absolute worst way.

One RIGHT way to do it, is to have a large inventory with items that stack but make crafting materials & ammo less common. Or, require weapons & gear to be maintained using crafting materials. Basically you either need something to absorb the stuff you pick up or you need to limit how much you find to strike a balance. Limiting the inventory is the worst way to go about this since in an open world game like this exploration is key and exploration is tied to rewarding the player = loot = needs inventory. This game manages to make stuff you find extremely boring (mostly dull notes, crafting mats and the same weapons over and over) which is bad enough but combine it with the bartering & inventory limitations and BAM you just killed the game.


It's annoying as hell because you're trying to play a different game to the one in front of you.

Why are you trying to pick up every piece of loot? You've been trained to by other games. In Atomfall, you don't need to. Picking it up is pointless. You can't sell it for money. If you need to craft something urgently, there's always enough around you in the nearby environment. It's not the game's fault if you have inventory OCD but this is an excellent way to cure yourself of it and in fact Rebellion have done an excellent job in flagging up this issue and how calming it is to have a game which isn't centered around filling up the inventory; judging by the amount of posts from gamers who seem literally unable to function unless they are picking up literally every last piece of useless crap. There is always a need for litter pickers in the real world you know.
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