May I request that people post more specifics than literally “I like a few of those ideas” or “I didn’t even read it but yes”? There’s at least 5 ideas that can be counted separately, of which some haven’t even been commented on yet. Was also hoping for some input from the actual devs given how they’re usually the final word on this sort of thing, but they seem to have surprisingly little to say.
[quote=“Binky, post:10, topic:5035”]Item capping is a tricky subject, mostly as a lot of players (or the ones on this forum) are against any kind of hard caps (I myself am usually against them) for roleplaying reasons. A way around this would possibly be done by having a distributed encumbrance. So lets say you got 10 encumbrance on legs (out of 20 max. for instance) that could put 2 encumbrance on everything else. This would be a representation of body strain. Obviously this would need to be worked out but would stop just min/maxing melee or ranged.
Although a truly overhauled inventory system would be good, I feel that encumbrance needs to be fixed as well/could be fixed in the mean time.[/quote]
Roleplaying reasons, therefore no hard limits and remove what are currently the only two character builds regarding clothing? Your priorities are reverse of mine. I generally prefer DDA as a game than a carefree sandbox, and the community seems kind of split on that. If you wanted to implement a “fix” overnight, a distributed encumbrance would help but there’s still some issues with things I consider important to DDA as a game, namely pretty much everything I mentioned feeding into the game being both too trivial and needing more functional player decisions.
That is just a “quick fix” though. The point of my OP was discussion an actual fix. If you don’t like it “because roleplay”, then you don’t have much to discuss here. I’m talking gameplay mechanics here, the subject is how to fix them. The issue isn’t that there are logical character builds which exist, and as long as a encumbrance distribution is only partial then the torso/legs encumbrance min-maxing are still the only two logical outcomes but just nerfed. A hard cap on items per logical location gives a full distribution of encumbrance for a third logical build of min-maxed storage space, and combined with blocked storage + more fragile nonarmor gives a fourth logical character build for maximized armor. More player decisions and player compromise like these are a good thing, and I don’t see why you need to wear four loaded backpacks or use all pockets on six layered pairs of pants to “roleplay”.
I don’t see why the hardcore “roleplay” crowd would be so against hard caps either, given these are also falling under “realism”.