Atomfall

Atomfall

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T3ddy B4gW3LL Mar 29 @ 2:29pm
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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 31-43 of 43 comments
Bob Parr Mar 30 @ 2:42pm 
I threw in the towel. The single worst inventory/ barter system I've every played in a game. Awful in every conceivable sense
Corwin Mar 30 @ 4:02pm 
What annoys me is the super fast re-spawns. I killed about 8 outlaws across from Molly, collected what I could, traded and went to cross the road to get more and they had all re-spawned. That is frustrating when all I wanted to do was have enough loot to buy a couple of items.
Originally posted by MasterZalm:
Preparation is why. You might run into a quest that someone asks you to bring them a weapon, but it cant be some shoddy, rusted junk pile of a gun.
There's only one fetch quest I can think of where you're not getting a quest specific item, and while there is one way to acquire said item without doing the quest It'd make finishing the game incredibly tricky if you don't have the recipe for said item (not to mention one of the NPCs involved is required for one of the endings).
When they like something, they offer more value to it when bartering. This is good information to have, considering sometimes they stock new stuff.
Only thing worth bartering for is the skill books. Everything else is pretty much just exchanging junk for junk.
It's also kind of pointless bothering with a stash for trading; if the trader has something you want just craft a bunch of bombs or potions and trade those; far easier to refill your crafting components than anything else.
Then what exactly is the point of even having loot?
The problem isn't that the loot is pointless, it's that it's situationally useful. You don't need to carry multiple copies of the same weapon. If you can't fit yet another cornish pasty in your inventory it's a pretty big clue that the things are so abundant carrying your own personal supply is pointless. You don't need three of every different type of explosive, even the potions are generally pointless - there's one point in the game anti radiation can come in handy, and another where the strange potion is incredibly helpful (though unless you get the recipe for that I think there's only two of them in the game).
Only thing really worth holding onto are medikits, since as far as I know they can't be crafted and heal you to full (technically grenades too, though they tend to be less useful than the crafted explosives, good early game for wasp nests though since the molotov doesn't explode).
Never ended up filling the storage, but after clearing it out of junk guns I was never going to trade I found out that items you drop on the ground will stay there. So if you loot an enemy, then drop crap on the ground, it stays even after piles of corpses despawn. As for explosives, healing etc unless I needed it, just didn't craft it. Materials and ammo have their own inventory that can be upgraded, btw. And if you really need something the trader has? Trade your whole inventory, then circle around and break their neck to pick up everything you just traded.
Originally posted by archonsod:
There's only one fetch quest I can think of where you're not getting a quest specific item, and while there is one way to acquire said item without doing the quest It'd make finishing the game incredibly tricky if you don't have the recipe for said item (not to mention one of the NPCs involved is required for one of the endings).

I mean, the game touts being an rpg(which it is not) and rpg games usually have multiple minor quests that have you trucking off to gather something from somewhere thats a commonish item that you have sold to merchants dozens of times. So prepare to play an rpg, since thats what the game describes itself as?


Only thing worth bartering for is the skill books. Everything else is pretty much just exchanging junk for junk.
It's also kind of pointless bothering with a stash for trading; if the trader has something you want just craft a bunch of bombs or potions and trade those; far easier to refill your crafting components than anything else.

Eh, I've come across a few weapons that so far, for me, are pretty rare, and thus I do a bit of trading for them. Otherwise, restocking ammo and medkits are viable options for trading. But yes, the only valuable things are blueprints and skill books. And I dont know about you, but I have more or less run out of gunpowder, alcohol, poison, and spores making bombs to throw at the endlessly respawning mobs, so I have none to make for trading anymore.

The problem isn't that the loot is pointless, it's that it's situationally useful. You don't need to carry multiple copies of the same weapon. If you can't fit yet another cornish pasty in your inventory it's a pretty big clue that the things are so abundant carrying your own personal supply is pointless. You don't need three of every different type of explosive, even the potions are generally pointless - there's one point in the game anti radiation can come in handy, and another where the strange potion is incredibly helpful (though unless you get the recipe for that I think there's only two of them in the game).
Only thing really worth holding onto are medikits, since as far as I know they can't be crafted and heal you to full (technically grenades too, though they tend to be less useful than the crafted explosives, good early game for wasp nests though since the molotov doesn't explode).

And technically, you DO need multiples of the same weapon, in order to upgrade it. It gets really sticky when it comes to larger weapons, only having 4 slots for them. But beyond that, weapons still have value for trade in order to gain ammo and medkits, which are used and consumed in the fights to obtain said items. And I just eat now, instead of using my medkits between fights. Medkits are for during fights. The only thing I have potions for is to sell, since most of the effects are nearly useless.

My point is, after being busy crafting dozens of mollys and bombs, using them and running out of "important" materials, the only source of self defence I have agaisnt bigger enemies are trading for and scraping by with ammo. I was considering using an AR of some sort, like the Bullpup, but considering how I'm always almost out of rifle ammo as is, I gotta stick with high damage, slow fire weapons to save ammo. And I need to trade for any ammo I can, which means I need plenty of items to trade, and the limited inventory space, both stash and bag, is difficult and tedious to deal with.
naomha Mar 30 @ 10:37pm 
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
Storage Tubes are YOUR friend
Originally posted by MasterZalm:
I mean, the game touts being an rpg(which it is not) and rpg games usually have multiple minor quests that have you trucking off to gather something from somewhere thats a commonish item that you have sold to merchants dozens of times.
Well, the bad RPGs do that, certainly :P
Eh, I've come across a few weapons that so far, for me, are pretty rare, and thus I do a bit of trading for them.
None of the weapons are particularly rare, they're just distributed unevenly. Outlaws tend to get the blunt weapons and low tier firearms, Druids have slashing weapons and of course the bow, while Protocol get the military hardware. The main thing to note is that the enemy groups seem to be tiered - wandering groups on the outside maps tend to be the weakest (and have the lowest tier gear), those in the Interchange seem to be mid-tier, while the top tier enemies (and thus top tier kit) is usually found in their respective camps. Fun part is the respawns in the Interchange and camps are pretty predictable so theoretically you can farm those areas if you needed to - it's the lowest tier stuff that can be harder to come by simply because those wandering mobs on the outdoor maps can be tricky to track down.
I dont know about you, but I have more or less run out of gunpowder, alcohol, poison, and spores making bombs
Nope, though I wouldn't waste an explosive on the wandering mobs to begin with unless I'd just picked up a bunch of grenades. I try to keep a swarm lure and a sticky bomb handy, the former for obvious reasons and the latter largely to deal with unforeseen feral or robots. If I've got spare components, which is pretty much most of the time, I might craft a molotov or a nail bomb if I'm planning to spend time in the Interchange or sewers.
The only crafting ingredient I've actually ran short of is herbs. I think alcohol is one of those things found in pretty much every location, gunpowder is reasonably common while poison and spores become common towards the late game (though I don't generally bother with the poison grenade to begin with; it's a slight upgrade on the molotov with the drawback that certain enemies aren't affected by it).

And technically, you DO need multiples of the same weapon, in order to upgrade it.
Yes, though since your enemies have this funny tendency to deliver multiple copies of the same weapon at regular intervals it's rather pointless to walk around with them; you can just drop a couple of weapons, pick up the two you need for crafting and then pick up the weapons you dropped. I went into the Protocol camp with rusty weapons, came out with a full pristine loadout - and I'd upgraded and left behind a shotgun and bullpup in favour of an LMG and auto shotgun.
But beyond that, weapons still have value for trade in order to gain ammo and medkits, which are used and consumed in the fights to obtain said items.
I've never traded for either. Medikits can be found all over the place, and nobody seems to care if you simply pocket their stuff right in front of them. Similar thing with ammo - never traded for it, and the only time I found levels getting low was in Windscale itself.
Thing is I didn't find you needed guns that often. Only enemies I'd say I really wouldn't want to melee are the robots. Ferals and Thralls guns are more convenient, but when it comes to humans I largely stuck with a farmers knife and a bow for most of the game. Only started gunning them down after doing the Prison, and that was largely inspired by the fact I'd had full ammo for everything (with the Deep Pockets perk) and was finding boxes of shotgun cartridges and pistol ammo all over the place (though rifle ammo does seem to be rare. Not sure how useful it is though - the impression I got from using firearms is that they all suffer damage drop off over distance which made the rifles somewhat situational).
MasterZalm Mar 31 @ 11:03am 
Originally posted by archonsod:
Well, the bad RPGs do that, certainly :P

Really? so games like Witcher, Skyrim(Elder Scrolls), Fallout, Fable, Dragons Dogma, pretty much every MMORPG, and dozens of other open world rpgs are bad?

None of the weapons are particularly rare, they're just distributed unevenly. Outlaws tend to get the blunt weapons and low tier firearms, Druids have slashing weapons and of course the bow, while Protocol get the military hardware. The main thing to note is that the enemy groups seem to be tiered - wandering groups on the outside maps tend to be the weakest (and have the lowest tier gear), those in the Interchange seem to be mid-tier, while the top tier enemies (and thus top tier kit) is usually found in their respective camps. Fun part is the respawns in the Interchange and camps are pretty predictable so theoretically you can farm those areas if you needed to - it's the lowest tier stuff that can be harder to come by simply because those wandering mobs on the outdoor maps can be tricky to track down.

Eh, I dont know, some of them are more rare than others, like the Bullpup and the Peerless smg. But I also havent started up the interchange yet, I'm still looking through and completing side quests and exploring. yes, at 20+ hours, because I'm thorough. But I got a pristine of all the "basic" guns, Hi-P 9mm, 1911, Revolver, Single and Double barrel shotty, Single and mag rifle, and started to accumulate some of the smgs, like the Stregun. I'm still working on the rest.

Nope, though I wouldn't waste an explosive on the wandering mobs to begin with unless I'd just picked up a bunch of grenades. I try to keep a swarm lure and a sticky bomb handy, the former for obvious reasons and the latter largely to deal with unforeseen feral or robots. If I've got spare components, which is pretty much most of the time, I might craft a molotov or a nail bomb if I'm planning to spend time in the Interchange or sewers.
The only crafting ingredient I've actually ran short of is herbs. I think alcohol is one of those things found in pretty much every location, gunpowder is reasonably common while poison and spores become common towards the late game (though I don't generally bother with the poison grenade to begin with; it's a slight upgrade on the molotov with the drawback that certain enemies aren't affected by it).

The trash mobs are the best spot for my grenades, aside from ferals before they wakeup. Only grenades I dont use on them are the sticky for the bots. Humans generally go down in one headshot, but when its a group of 4+ of them, I'm more likely to get pinged from outside my periphery and killed eventually while I line up shots. So a molly, gassy, or a lure does wonders. Until I run out. Which is getting close, as I am unable to refresh my stock of mats or nades. And its not like alot of enemies walk around with the good stuff.

Yes, though since your enemies have this funny tendency to deliver multiple copies of the same weapon at regular intervals it's rather pointless to walk around with them; you can just drop a couple of weapons, pick up the two you need for crafting and then pick up the weapons you dropped. I went into the Protocol camp with rusty weapons, came out with a full pristine loadout - and I'd upgraded and left behind a shotgun and bullpup in favour of an LMG and auto shotgun.

I've yet to hit he big camp, the bots are nasty work, and difficult to contend with while they have backup, and its hard to hit the humans while you got a bot bearing down on you. So after a couple of failed attempts, and an almost game ruining save, I decided to back off that camp. Otherwise, I basically trade guns for ammo, but even that now is getting harder, as it seems like their stocks havent refreshed in a while, and I am getting fairly low. Already out of Rifle, and no one stocks it, and pistol is low too, shotty offers only close range, a risky trade, and SMG is a bit hard to use until I get better gear I guess.

I've never traded for either. Medikits can be found all over the place, and nobody seems to care if you simply pocket their stuff right in front of them. Similar thing with ammo - never traded for it, and the only time I found levels getting low was in Windscale itself.
Thing is I didn't find you needed guns that often. Only enemies I'd say I really wouldn't want to melee are the robots. Ferals and Thralls guns are more convenient, but when it comes to humans I largely stuck with a farmers knife and a bow for most of the game. Only started gunning them down after doing the Prison, and that was largely inspired by the fact I'd had full ammo for everything (with the Deep Pockets perk) and was finding boxes of shotgun cartridges and pistol ammo all over the place (though rifle ammo does seem to be rare. Not sure how useful it is though - the impression I got from using firearms is that they all suffer damage drop off over distance which made the rifles somewhat situational).

I am finding medkits less used, but bandages I still use on occasion. Really its the ammo thats the main issue. Ferals can take quite a few shots, robots take tons or ammo, and while most humans die to one shot with a sniper or revolver, those are, at best, only good for a few kills before they start coming at you with their own guns, making a gunfight inevitable. So with scrounging for ammo being an issue, I sell guns for what ammo they traders have, which is now turning into nearly none. And enemies dont usually stock enough to return what you used to kill them with. If they even have the correct ammo types at all.

And I dont do melee, melee in this game is trash for multiple reasons.
MasterZalm Mar 31 @ 11:06am 
I'll tell you what, I have plenty of arrows, but since the bow takes time to aim and draw, and getting hit in any way seems to reset that, its practically useless in an actual fight.
More inventory management sim than survival. These "features" are a terrible design.
Realistically if we're in a world where trade is a means of survival then foraging is definitely going to be a key aspect of "surviving" and we'd most certainly find a way to carry more than this pitiful excuse of an inventory to go sell off our haul. Collect resources but not too much we wouldn't want you to thrive off what you've earned/found or anything.
Storage Tube, they really can't copy and paste everything from Fallout 4. Despite the fact that their robot is better than the ones in fallout 4.
Rand Apr 8 @ 6:04pm 
Originally posted by MasterZalm:
I'll tell you what, I have plenty of arrows, but since the bow takes time to aim and draw, and getting hit in any way seems to reset that, its practically useless in an actual fight.
Unless you crouch-hide in tall grass. Then, as with all non-bullet ranged weapons, the enemy can never find you and you can snipe with arrows freely.
brain Apr 9 @ 2:12am 
Originally posted by CaractacusRex:
Originally posted by Majestic 12:
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.

To be honest, im surprised some people can find the loot unless its bright yellow, marked on thier map with a waypoint and flashing... :steammocking:
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