This was autocorrection I meant part of fun.
Not everyone knows what items are: 1) useless and 2) very common.
For me it was hard to decide which resistance is important. For example disenchantment sounds bad, but after you win you know there are very few monsters which can disenchant.
Of course the more I play the more easy I throw away items. So I consider this as a part of a game learning.
In current game I don't feel any need for additional space. I supported the idea with chests not because I see a severe need but because collecting benefits is a part of RPG game: more experience, more good staff, more space.
Not everyone knows what items are: 1) useless and 2) very common.
For me it was hard to decide which resistance is important. For example disenchantment sounds bad, but after you win you know there are very few monsters which can disenchant.
Of course the more I play the more easy I throw away items. So I consider this as a part of a game learning.
In current game I don't feel any need for additional space. I supported the idea with chests not because I see a severe need but because collecting benefits is a part of RPG game: more experience, more good staff, more space.
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