I like the KISS ideal behind the abstract inventory system, and I agree that in general micromanagement is a bad idea. But I think a little more depth in the inventory system would be a good idea. There are several reasons for this. The first is that this is a game which is in a large part about stuff. Crafting and scavenging are two of the five main activities in the game right now (the others being zombie killing, exploring and "base defense"), both of which are item intensive, as is maintaining morale, and managing pain. Because Cataclysm lacks levels, or other ways of increasing your characters powers without items, items become very important. I think a little more depth in the inventory management part of the game would be in keeping with the idea that surviving is in large part about stuff.
The second reason an improved inventory system is needed is because the current abstract system results in YASDs. If I'm at my volume limit and a fast zombie slices apart my trenchcoat, I am very probably dead due to the encumbrance penalties. Fighting and running both take longer, which results in more hits, more pain and still more loss of speed. There are two ways I can deal with this quantum encumbrance. I can fight on despite the penalty, or I can stand around like a bozo dropping items (hopefully I'm carrying lots of big stuff rather than say 30 cans of food!) while getting munched on. This is obliviously unrealistic. If my trench coat gets torn off of me in real life, I am no longer carrying the stuff in the pockets. I'm less encumbered and probably faster as a result. The second reason the current system leads to YASDs is that there is no way to jettison excess weight quickly. Because pain cuts carrying capacity you can find yourself overburdened as a result of damage...which drastically decreases you're combat or escape options. In real life you can drop a backpack you need to run for your life. In Cataclysm dropping a backpacks results in quantum encumbrance penalties. The only way to shed weight is to stand there dropping items as the zombie horde shambles closer, cutting into the time you should really be running.
A solution to quantum encumbrance (where losing vulume capacity doesn't actually change the amount you are carrying) would be a nice first step. Even if it's just randomly dropping stuff until the carried volume is less than the volume capacity.
A more elegant solution would be to associate volume with containers (clothes, bags,furniture and ground tiles) and simply give the player an auto fill toggle to jam stuff into any carried container. This would mesh well with the proposed crafting update which looks are useful things within a few tiles, because it could simply check any container accessible through the i, g or e commands.
Actually, dropping items takes absolutely no time whatsoever, so presently, if you experience a sudden drop in inventory space, you can take the time to drop stuff at your leisure without being attacked while you do so. This will change in the future; obviously, when it does, automatically losing items due to having your storage space drop will have to become a feature.
It's been discussed extensively how that would take place; picking random items does feel a little unfair, while pausing the game to let the player pick and choose what to lose is a little cumbersome, and is
also unfair, but this time in the player's favor. I think, at this time, I will go with the former for when volume is lost unexpectedly (e.g. due to having clothing destroyed), and the latter for when it's lost expectedly (e.g. due to dropping clothing).
I see your point about the importance of items in this game, and how it'd be nice if they were associated with a particular storage recepticle. If things were auto-filled it wouldn't be much of an issue, and I think that a UI for shuffling items--chosing which vital items are kept in your pockets and which are in your backpack--could be done pretty gracefully. I just don't want boring and lengthy item shuffling to be a part of optimal gameplay. I'll be keeping your thoughts (and the many promising thoughts of others) in mind as I tackle these issues.
- Reloading no longer trains gun skills.
Aw, I'm gonna miss that. Oh well.
It encouraged grinding--the boring but rewarding process of finding a back room and hitting "UrUrUrUrUr" over and over until you hit level 1. It also rewarded players for the awareness of a particular game mechanic--something I want to avoid doing in general (note that this is different from awareness of game
content--e.g. particular monsters or items--and from in-depth
comprehension of game mechanics--e.g. smart ways to use fire). It's not a huge change to the game, anyway; reloading couldn't take you past skill level 1.