Trix2000 wrote:Yeah, I ended up dumping all of mine after a while because of this. If they actually made a comparable profit to crops then I might have been more willing to keep them around, but as it stands the only incentive was to get animal-specific materials (because they really don't sell for much compared to some of the crops you can grow).Humanoid wrote:If I was playing single player, I'd have sold all my animals once I got all the necessary things for the community centre, way too much busywork for my liking. Didn't even consider slime ranching, I'll leave that to whenever I get around to playing actual Slime Rancher.
Inventory becomes a huge problem, common to games with slot-based inventory systems. You have 4 different quality levels of produce, then the game adds stupidly pointless further distinctions like brown eggs vs white eggs (which are functionally the same other than when you try to hatch them, but who does that anyway when it takes half a season and buying them costs next to nothing). You clear out one coop and you're down 12 slots just for common eggs (brown/white/duck), and you have void eggs, duck feathers, rabbit "wool" and feet to gather on top of that. Then the quality of the eggs doesn't end up mattering anyway because the quality of the mayo you produce has nothing to do with the quality of the egg. Ugh. Would be far more sensible to just have happy chickens get a chance to produce extra eggs.
For foraging you have that level 10 perk that's awesome by making all foraged items maximum quality. The iridium-star stuff is nice, but the main advantage is now everything cleanly stacks. If only all other items in the game got similar treatment.
Speaking of bag space, I don't recall being able to add bag slots in Darkest Dungeon back in early access, but now there's an obvious variable in the text files allowing it to be set to an arbitrary number. Which is great and all, but the UI doesn't show the additional bag slots, other than the top few pixels of the 3rd row. It's kind of awkward, but eh, I'll take it - you can mouseover those few pixels to identify what's in the 3rd row slots, so I just need to be disciplined enough to make sure no items I actually have to use during the run end up in the functionally invisible 4th row or beyond.
I get that inventory management is meant to add challenge, but it's absolutely the worst type of challenge (and it has stiff competition from typical videogame nonsense). The worst part of it are the gemstones, which seem intentionally designed to troll the player. Naturally, six different gemstones take up six times the space of a stack of six shovels. Makes me really glad for Dishonored's system of just instantly converting stuff like that into gold, because it basically has commodity value and realistically is more portable than, y'know, sacks of gold coins. This is probably moddable by someone less lazy than me, by removing all vendor trash from the loot tables and replacing it with the equivalent amount of gold, but eh, I'll stick with my brute-force modding for now