OverrideB1 said:That would be something I'd like to see too. None of this carrying a house on your back or bottomless "bags of holding" crap, just a realistically sized inventory. The clothes you stand up in (with maybe a pocket or two for small items), your armour, your weapons of choice (2 or maybe three - if they're not oversized halbards or heavy maces), a belt-pouch (for money - which has some weight and small gemstones) and a small backpack for everything else.
Weight of armour/weapons and everything you carry should balance out - the average person can carry about 15% of their body-weight comfortably so maxed out loads shouldn't exceed about 20-25% of body-weight unless your avatar is a body-builder/weight-lifter.
Looting bodies should provide a (very) small chance of picking up better equipment unless you've just bumped off the local duke/lord/big cheese but most loot should be of comparable quality to your own - which shouldn't (unless you've paid a large chunk of cash) be top of the line right out of the starting gate. Padded leather/leather with metal plates should be pretty much the maximum a starting character can obtain.
This does, however, bring up the problem of your avatar never having a huge bundle of cash to hand. Which means there needs to be a viable economy, along with an infrastructure (banks) to allow the player to accumulate cash for that steel armour, better sword, or whatever.
I've played a thousand rpgs, some with endless inventories and some with extremebly limited ones, and my conclusion is that restricted inventory ALWAYS ends up getting infuriating, that old "damnit i cant carry that damn extra scorpion tail" gets really really bad as you advance on the game and are forced to carry crap arround like ammo, drugs and things you will or might need, and then comes the "drop point" game where you create an item hub on some barrel where you return every 30 minutes of play.
I understand you might want a realistic feeling and all, but since i play games to have fun, i really hate features that slow me down or make the game boring, those kind of "extra challenge" options should be part of the difficulty options like unreal's mutators, or like SS Sentinels lets you choose things like autoheal or must-nurse-gameplay, in fact these kind of options would add a lot of replayability on games, but for the love of god dont FORCE them on players.