Regarding the upcoming update:
1.3
You will add:
"Items now support purchase/use restrictions: Limits can apply to purchase, use, or both, with richer conditions such as time, unlocked achievements, completed tasks, owned item counts, and attribute level ranges."
If you could also add a limit on the number of items in the inventory, that would be good too - as this helps with the scarcity system. I swear I asked for this before, but I can't find where.
There are certain game mechanics that can only be done/used with an inventory item limiter.
One of them is adding a weekly punishment if I have 0 tokens - and I gain 2 tokens after 4 hours.
If I limit the inventory to 5 tokens, I will necessarily study correctly every week and have to study enough days to avoid running out. However, if the gain is infinite, in theory it could happen that I go the first month well, accumulate several tokens, and then go several days without studying properly.
This is an example of this mechanic.
The possibility of a maximum limit would also be interesting, as it could make the inventory a kind of backpack.
Adding a limit per category is more appropriate than a global limit for the entire inventory, but having both would be ideal.
Thus, you could have the idea of having a category like a backpack, for example, and another category like an item locker.
In short, being able to limit the number of items in the inventory would greatly improve the game's scarcity system. An individual limit and one per category.
I believe the complexity of a limit per category would be to provide the choice of limiting the number and the maximum quantity of the sum of units of different items. For example, you could only have 3 items in the inventory and per maximum unit, you could only have 3 different items and the sum of these 3 items would be limited to 9 units, so you could have 5 items x, 3 y and 1 z or only 9 items x.
I believe a global limit is interesting, but it doesn't offer as much freedom as individual and category limits, but it's still interesting to implement.
Thus, there could be 3 types of limits, giving the player freedom to choose:
- global limit - which divides the total number of items and units
- category limit - which divides the total number of items and units within that category
- individual limit
I believe the following is the most difficult to implement and should be implemented gradually: what to do if the limit has already been exceeded?
If the inventory limit is reached and the player wins the item, they could have the option to:
- simply discard the item or sell it to the store (similar to the already available option to return it)
- use the item (similar to the option to automatically use it when winning the reward)
- use or discard another item from the inventory to free up space (a window appears listing the items, and we choose one or more to discard or use).
Regarding the upcoming update:
1.3
You will add:
"Items now support purchase/use restrictions: Limits can apply to purchase, use, or both, with richer conditions such as time, unlocked achievements, completed tasks, owned item counts, and attribute level ranges."
If you could also add a limit on the number of items in the inventory, that would be good too - as this helps with the scarcity system. I swear I asked for this before, but I can't find where.
There are certain game mechanics that can only be done/used with an inventory item limiter.
One of them is adding a weekly punishment if I have 0 tokens - and I gain 2 tokens after 4 hours.
If I limit the inventory to 5 tokens, I will necessarily study correctly every week and have to study enough days to avoid running out. However, if the gain is infinite, in theory it could happen that I go the first month well, accumulate several tokens, and then go several days without studying properly.
This is an example of this mechanic.
The possibility of a maximum limit would also be interesting, as it could make the inventory a kind of backpack.
Adding a limit per category is more appropriate than a global limit for the entire inventory, but having both would be ideal.
Thus, you could have the idea of having a category like a backpack, for example, and another category like an item locker.
In short, being able to limit the number of items in the inventory would greatly improve the game's scarcity system. An individual limit and one per category.
I believe the complexity of a limit per category would be to provide the choice of limiting the number and the maximum quantity of the sum of units of different items. For example, you could only have 3 items in the inventory and per maximum unit, you could only have 3 different items and the sum of these 3 items would be limited to 9 units, so you could have 5 items x, 3 y and 1 z or only 9 items x.
I believe a global limit is interesting, but it doesn't offer as much freedom as individual and category limits, but it's still interesting to implement.
Thus, there could be 3 types of limits, giving the player freedom to choose:
I believe the following is the most difficult to implement and should be implemented gradually: what to do if the limit has already been exceeded?
If the inventory limit is reached and the player wins the item, they could have the option to: