Hmmm. Can't remember I picked up anything, but I'll see if that was it. Thanks.ilegal goods in your backpack
Did you go to CZ with Frontline solutions and have consumables maxed out?
I noticed you do not use your own consumables if you use the dropship, even when respawning
I had it when I maxed out my mats - that was going SRV -> Ship and it gave me the chance to ditch stuff out of my inventory though.
We're going to start having more 'why do we have a global mat limit' posts very soon ...
Heh - whenever I go toYep, I guess the maxed out consumables is it.
That would suggest it's a bug, while I'm pretty sure it's just a poor design decision.Really feels like something that should have been fixed in the alpha, along with about five hundred other bugs.
Doesn't really matter, as with most bugs and poor design decisions it's pretty clear that they don't play this game like the players do. They only test one mechanic at a time, only do one mission at a time and probably never have a maxed out inventory either.Maxed consumables should just be silently dumped, don't even bother asking. It's not like they don't have individual caps. At least with assets you might want to ditch a memory chip or two and keep the weapon components, but it's not like you can make a choice to ditch the shield grenades to make room for more medkits.
That would suggest it's a bug, while I'm pretty sure it's just a poor design decision.
They would notice if they would play their game...I'm confounded as to the motivations behind many of their design decisions. The line between unintended functionality and intentionally stupid functionality is as clear as mud.
Personally, I would have made a rational inventory system, where, if it physically fits inside the ship and doesn't overwhelm the mass rating of the thrusters, it would be fine. Of course, I'd also have started with ship interiors to make this intuitive.
Anyway, I realize games have limitations, often lazy ones, but my character throwing away hard-won gear because he couldn't find room for two battery packs, each the size of a deck of cards, in an empty sixteen-ton cargo bay, feels like a distinctly Frontieresque absurdity. As is having a delay timer on emergency boarding ("Sorry Dave, your trousers are 160 grams overmass, I can't let you board yet"). Maybe this stuff is par for the course and I just have more choices in other genres...
I believe they're firm proponents of the "throw it at the wall and see if it sticks, but we don't really care if it doesn't" school of thought. That and the fact that this was probably brought up during the Alpha, but they of course in all their wisdom decided to do nothing with this kind of feedback (if any, from what I've heard over the months).I'm confounded as to the motivations behind many of their design decisions. The line between unintended functionality and intentionally stupid functionality is as clear as mud.
I came across it once, then I noticed 1000 capacity and had a nightmarish flashback to the old engineering system. Managing inventory levels is now a part of every station stop.I guess they thought ppl would use 'manage inventory' when they filled their inventory and then choose the stuff to discard. And then trade down/sell stuff to make space for a while.
That's what I do, so I never came across the 'emergency board' ditching everything. I guess I would make a terrible QA tester![]()
I guess they thought ppl would use 'manage inventory' when they filled their inventory and then choose the stuff to discard. And then trade down/sell stuff to make space for a while.
That's what I do, so I never came across the 'emergency board' ditching everything. I guess I would make a terrible QA tester![]()