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Old October 10, 2010, 11:24   #21
Magnate
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Ok, how about this solution then: not only do items recharge in the pack, but they also aggravate while in the pack ....?

MWA HA HA HA HA HA HA.
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Old October 10, 2010, 11:42   #22
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Ok, how about this solution then: not only do items recharge in the pack, but they also aggravate while in the pack ....?

MWA HA HA HA HA HA HA.
Completely bad. Imagine finding one of the aggravating artifacts (Umbar?) and having problems till you recall? meh...
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Old October 10, 2010, 14:22   #23
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I disagree entirely, mostly because there's relatively no penalty to waiting until your item recharges. So in reality, what this does is remove the tedium of resting until recharge before removing the item.
If you rest then it is your choice, and you can choose otherwise. Do you use items that require waiting? If yes, then this change would be just removing that tedium, but if not then it is big change in gameplay. I don't wait. I use only swaps that I can actually use while adventuring.
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Old October 10, 2010, 16:09   #24
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If you rest then it is your choice, and you can choose otherwise. Do you use items that require waiting? If yes, then this change would be just removing that tedium, but if not then it is big change in gameplay. I don't wait. I use only swaps that I can actually use while adventuring.
I do the same as you. The result is that I don't bother carrying artifacts that I would use as swaps for activations. This would change that, and, IMO give more options as to what to bring in my inventory, not less. Right now, what to carry, and what to use the home spaces for, is the major decision making of V.
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Old October 10, 2010, 18:24   #25
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I do the same as you. The result is that I don't bother carrying artifacts that I would use as swaps for activations. This would change that, and, IMO give more options as to what to bring in my inventory, not less. Right now, what to carry, and what to use the home spaces for, is the major decision making of V.
I OTOH couldn't care less about inventory management (with exception of arrows as ranger, but quiver removed that). You are basically saying that you want increase the tedium of inventory management by adding more items there? That doesn't sound very solid argument.

I carry Taratol and Tulkas for activations and several other items as resistance-swaps. I have used Celeborn and Eonwe as activation swap as well if my other gear allows me to play with Celeborn. I sometimes also use healing-artifacts like Elessar and Crown of Gondor as activation swaps, but they are so good that they are usually the primary item anyway (like Eonwe).
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Old October 10, 2010, 20:06   #26
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I OTOH couldn't care less about inventory management (with exception of arrows as ranger, but quiver removed that). You are basically saying that you want increase the tedium of inventory management by adding more items there? That doesn't sound very solid argument.
What I mean is that inventory management provides most of the interesting decisions of the game. So having more decisions to make in this regard, adds a bit to the interest. It's a very small change though, as you note, there are only about 5 artifacts you'd carry for the activation.
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Old October 10, 2010, 20:51   #27
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What I mean is that inventory management provides most of the interesting decisions of the game. So having more decisions to make in this regard, adds a bit to the interest. It's a very small change though, as you note, there are only about 5 artifacts you'd carry for the activation.
Without thinking much I count seven (both banishments, 2 haste, 2 healing, 1 resistance), but at least three of those are usually the main equipment that is always on anyways. Then there is one recharging and one sleep that could be useful, especially that recharging one. Maybe also one detection, but that starts to be in borderline if it would actually be used like that ever even with this proposed change.
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Old October 10, 2010, 21:15   #28
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I'm messing around with these change ideas, and thinking:

If recharge in inventory is allowed, make it the old "outside of time bubble"
Change recharge for worn items to be on "x turns nevermind the speed"
Allow activation from inventory?
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Old October 10, 2010, 21:24   #29
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I think every item should recharge at a consistent rate. If you're going to differentiate between worn and not-worn, then it should be by "charges" and "doesn't charge", not by "charges" and "charges slowly".

I'd also rather see everything recharge in player turns instead of game turns, personally.
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Old October 10, 2010, 21:29   #30
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I'd also rather see everything recharge in player turns instead of game turns, personally.
+1
I mean, if you carry objects, they got the same speed as you, no?
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