- Slot based - 1 item = 1 slot (no stacking) (ex. Salem... mostly)
- Slot based - 1 item-type = 1 slot (everything stacks up to N) (ex. Minecraft... mostly)
- Slot based - items have different sizes (ex. Neverwinter Nights)
- Weight based - store whatever you want up to maximum capacity (ex. TES)
- Combinations (most inventory systems are combinations of the above strategies)
The reason I would like to address this comes from me reading again the forum post about your favorite 3 petty annoyances where a discussion about how annoying is to dig and haul lime around takes place.
Doesn't it strike you as odd that you can only carry (lift) a single lime boulder at a time while you can carry the equivalent of 5 boulders in your backpack ((16+8 = 24) / 5 = 4.8 )?
Also that you could place the equivalent of 5 boulders in a chest and then carry it instead...
Also that you can only place 4 lime boulders on a sled but if you chip them and place them in chests then the sled capacity goes from 4*5=20 to 4*25=100?
Isn't it even more odd that you can haul the same amount of stone boulders when they give an amount of single items that is so wildly different?
Ok, it is not broken in the sense that chipping lime boulders is effort, and effort should be awarded...
However, couldn't be that the strategy used for limiting inventory and hauling is somewhat related to the distinct lack of fun that is experienced while moving around lime?
My sensation is that lime digging has been purposely made more inefficient as an attempt to raise its value as a resource... If I am correct, wouldn't it be advisable to explore different ways to keep lime value high while making lime digging more fun?
...also discuss how the backpack gets full when you put in 24 stones or 24 cobwebs and how this affects foraging runs.