Come up with ways to solve this issue.
Come up with ways to solve this issue
Don't tell them it's rare. let them figure it out.
As soon as children with autism are diagnosed have them put down.
this has already been solved with regnerating health, broken economies, and ammo boxes everywhere
Put a low cap on it so that you will very quickly lose the ability to hoard any more of it
Half Life 2 did it and while I loathed it, it did cause me to use my more valuable ammunition much more often
Limit the amount you can carry.
Never using shit is the solution. It's like an added level of difficulty that makes you feel accomplished when you beat the game without needing it.
It's not an issue. The game you a limited resource. You chose not to use it. So?
Gun
Autism is a spectrum, the low end of which gets 90% of shit done in this world that isn't just bugman labor work. The problem with neonatal genetic autism testing is you can't tell if you're gonna get a chris chan autist or an elon musk autist. A tough line to walk.
higher difficulty
As I said, better to play it safe and have them put down.
Make the item a top-tier version of non-limited items a la Titanite Slabs.
Make it expendable in two ways, like Doom's Plasma Rifle and the BFG.
Very small carry capacity to encourage use.
It's a player problem, not a game problem. I read somewhere on Yea Forums, many years ago, to just use items when they're needed, as that's what they're there for. Even the rare ones. Just use them when they would be useful. So I started doing so, and now there's no problem.
>not using your rare items/abilities on major battles
>not using them for RP purposes
sasuga
Enjoy your dark age then, chad
The items expire after a set amount of time or turns. This will make you consider when best to use it.
So fucking simple to solve
fuck you for wasting my time nigger brain
Make them have interesting, purposeful effects that really supplement the gameplay so you actually want to use them. Instead of just "Do a bit more damage".
>Dark age
You mean like the literal dark age, brought about by your autists?
Somehow I think we'll be fine.
The Estus system from Souls of limited carrying but always refilling at checkpoint.
>the literal dark age, brought about by your autists
Elaborate
It's just as bad when you think "alright, this is where I should use it", then you blow it all on one or two enemies because it's far too tedious to keep switching back and forth.
Make it expire or a material for something.
Is it an issue? I thought it was considered playing smart?
Fuck Argon Crystals.
Enemies are more likely to steal it or break it with aimed attacks.
I never ever use items in JRPGs
I always trow away or sell these non-essential items because i rather git gud.
I use consumables as soon as I find them, on the spot.
Fpbp
>Waah i cant handhold the player
>Then dont
Make it common early game and then remove it almost completely from the second half of the game onwards, this is not new.
I'm a retarded faggot, user.
Why? they are actually very fucking easy to get.
I will design a JRPG where to do ANYTHING, you have to use items, just especially for your suffering
Here's the solution: Give a condition players must upkeep in order to use these overpowered items, perhaps freely or on a cooldown. One such classic condition is remaining at full health.
the dark age was brought about by the natural progression and partial collapse of Classical civilization, not autists or normies
Sticker Star already exists
not a proper jrpg
The problem isn't people thinking it's rare, they just don't feel like making the game easier.
have it be so rare, or just have one in the game. so theres only one place to use it, like the master ball in pokemon or the healing jar in cave story.
I won't play your stupid game lol
I know. That doesn’t make the feeling of wasting them go way anytime I end up collecting 10 of them in a run.
This.
Or just make stuff more renewable like
Or cooldowns (even long ones) rather than purely finite resources. I probably hoarded over 100 mini nujes in console f3 back in the day because I'd rather save them to massacre people with at the end of the game than waste it on radscorpions
your loss
Up the difficulty. Force players to use everything they have at their disposal.
There's also the issue of what if a child is misdiagnosed? Keep in mind, autism and ADHD are both frequently misdiagnosed in children. Point is, you can't just have set-in-stone rules like that.
Who cares? You should be able to beat the game without using that resource at all if you're good enough (barring situations where you're forced to use it to progress, of course).
Show early on that ammo and shit is discarded at the end of the level.
I've just started using items whenever I feel like it. I used to hoard them too untill they were obsolete but now if I feel like "I'd like to use this" then I just do and if I run out then tough shit, I'll just manage without it because otherwise I could also be thinking that I'd need it later in a worse situation anyways.
>Expiration timer
Use it or lose it in about a minute.
>Limited quantity
Use it or that refill you're standing next to goes to waste. Think of all those starving alien children in Space Africa who could have made use of it, but you didn't.
>Primed on pickup
Right here. Nowhere else.
>Earned in play
You control when and where you get it. You know if you'll get another anytime soon.
>Built for purpose
It's really good against the Big Green Boss. Not the blue one you just stomped. Not the red one that'll piss you off you much later. The green one.
It's pretty tough to misdiagnose a genome test + your child rocking back and forth in the doctors office not paying attention as the doctor explains what's up with the kid.
This can never be fixed. I will keep dying to enemies rather than using elixirs and shooting my pistol instead of my BFG until the end of time.
This doesn't work because most players can already infer the rarity of an item without a guide.
Make an option that automatically uses a consumable if the game thinks it's fitting for the situation, assuming it has no animation or anything of course.
simply make no limited consumables. Make them rare and farmable, or expensive and buyable, but the amount of them in the game being limited basically puts an infitiely high price tag on them.
I like this. Any games that have this mechanic?
It's the player's fault. You can't handhold anxious autists on everything. Zoomers would never be able to get through Super Metroid.
So we should start teaching the idea of using rare items in video games in pre-school and in ~30 years the problem will be fixed.
That sounds like low-functioning autism. You have to remember, Asperger's syndrome doesn't exist anymore, So you'd be "putting down" a whole lot of people, many of whom wouldn't even have it.
Wow, you pretty much dodged the entire question so you could make yourself look hardcore. Good job, 3 inch dicklet.
That just means you use them right before they expire.
some items can expire, but items that expire are very powerful
>Get Gem of Geminess
>It seems really important, hang on to it for 40 hours
>It's actually junk meant for sale
>Tfw wasted all of my Overdrive Protocols on Rex
Make the game harder.
You can carry very low quantities of the resource around with you and any new amount of it you pick up, if you can't immediately store it, is destroyed.
Gives you an incentive to, even if you want to save a stock of it, not have a maximum reserve and finding SOME use for it.
Man I hate when games dont specify that something is just meant to be sold
Permadeath so if you don't use the resources and you die you lose them all anyway.
I honestly think having consumables in games with no punishment for death is kinda dumb, especially in open world games where you can play on one save endlessly and refight encounters or whatever. Like if I'm not making any hard progress, as in if I'm not directly getting closer to the end of the game, then I'm not going to use a consumable because it's just going to feel like a waste. A game like Fire Emblem is fine because every time you clear a level you can see that you are one level closer to the end of the game, so if I can clear this level by using some staff or whatever then so be it, I'm making progress to the end.
Make it so using it is a necessity. That way they don't do
>"Aw man I'm already full on this"
And instead go
>"Jesus fucking Christ thank god I found another one"
I just socket and I socket gems constantly, since I know I can fuse them later on into cooler gems.
The thread already did, make items permanent but have limited uses per battle. There's no perfect solution honestly, even reducing the power of items drastically wouldn't fix it perfectly
Doesn't work, because you're still going to run into the issue of "if i use it i might not get another one for a boss where i need it" so people will save.
>Game tells you item is meant to be sold
>Sell it all the time
>Near end-game, meet NPC that asks for forty [SELL ITEMS] to craft super-armors
T-thanks game
Nah. Item expiration is a shit mechanic. Punishing players for not using it is the wrong way to go with game design. The key is to reward players for doing what you want
Limited inventory
Simple. Don't put finite resources in the game.
In a way, making anything finite-use is just a way to balance it - whatever it is would be too useful if you could use it whenever you wanted. But there are fucktons of other ways to balance powerful resources.
As a game dev, avoiding these things will make YOUR job easier too, not just the players. You don't have to, say, try and balance a boss encounter around the assumption that your players will have X amount of Y.
The only exception to this is items which you don't have any reason NOT to use, like permanent stat boosters for instance.
It's not an issue, faggots should be using items.
>find a chest at the end of a hidden path
>"You found Ancient golden coin x1!"
>item description says nothing of value
Never thought about it like that. It's pretty satisfying taking a gamble and not using shit. Also completing something underleveled
no you fucking idiot
spend more than 1 second thinking, and you'll realize why you're stupid as shit
As far as I know, sadly there aren't any.
What issue?
Make the game more challenging. The only times I ever looked up what I had in my inventory at all is when the game provided a challenging moment where I had to be more strategic about my resources than usual.
If I don't need any items to progress so be it. I don't need to force myself to make the game even easier.
The problem is this behavior is completely logical. If you're able to solve a problem without using a valuable resource, you'd do so. That's common sense. The problem is video games can be reset. If you find you're unable to solve an issue without using that resource, you can just reset it until you figure out how to win without using it.
The problem is people tend to play optimally even if it's less fun. If you can beat a level without using items, and there's no long term difference aside from the fact that you're saving items (so there's no rank system where you can get higher rank if you use items or anything) then it's objectively better to clear the level that way. The problem is clearing the level without items like that is probably less fun.
nah I agree with him
Even making the game extremely difficult or near impossible to beat without consumables won't work. If you were around when Lisa: The Joyful came out, there were so many people whining and bitching about how difficult the game was to beat without using Joy, and when told to use Joy, they would still refuse.
There's a weird stigma against finite consumeable items. If it's replenishable like an Estus Flask people have no problem using it, but people are so scared to run out of an actual item that they will proceed to never use it at all.
>Come up with ways to solve this issue.
Make a game with no consumable items, problem solved.
make it pseudo-limited
i.e usage cooldowns or purchasable from in-game merchant
Make the resource absolutely necessery to progress. BotW did it well by making weapons the resource
>So you'd be "putting down" a whole lot of people, many of whom wouldn't even have it.
The planet is already grossly overpopulated. Stop thinking human life is precious.
This one. If there's a storage system limit the amount you can store, too.
thanks chinaman
>The planet is already grossly overpopulated
I agree, now walk the talk and kill yourself.
nah
just use them. or dont. whats the issue again?
Every time you use an item you gain xp for a "consumable" skill. The more of a particular item you have in your inventory the rarer it becomes
>Game has limited items
>Could use them to get through this boss I'm struggling with
>But what if the battle after the boss is even harder?
>What if I never get that item again?
>I can probably just beat the boss if I perservere
fucking magnum ammo
both too good to use and too good to leave on the ground
>The planet is already grossly overpopulated.
By what standard, retard? You want a small population so you can fuck your relatives?
Make it clear you can always get more. The unknown factor is what causes hoarding, at least for me.
i always horde items, but playing sekiro im like fuck maybe ill throw some ash like a ninja and douse you with oil.
I can agree with this.
>hurr not a proper jrpg for my weeb ass
CRINGE
>The only exception to this is items which you don't have any reason NOT to use, like permanent stat boosters for instance.
I usually hold of on using them until the end of the game because:
1) Characters may cap stats naturally (Octopath)
2) Characters may leave the party permanently.
3) There may be some item duplication moment or service.
4) In the case of "Free level" items, high levels may require more grinding relatively then early ones, thus time is saved overall if i hold on to using it for as long as possible.
I used to be like this but nowadays I have no qualms with popping items if things start to go a bit south. That's what they're for.
All jrpgs are joke anyway except for maybe SaGa games.
>he has enough reflective ability to understand that there might be a better use for his limited resource
>but not enough reflective ability to understand that him saving it for a later occasion will probably result in it being wasted due to never being used
Limited inventory that punishes hoarding. Easy peasy. Rare consumables are one thing, finite consumables are outright bad design 99% of the time.
>magic can only be recharged at an inn, forcing you to hoard it for bosses only
Dragon's dogma had an item that would grant the rare Weal buff that doubled exp, skill point, and currency gains as long as it was carried, but
>expires after one ingame day and cannot be preserved, even placing in storage will only pause the timer
>can only be obtained once
>is the object of a quest from the person who gives it to you
The trick is that you can take it to the local forger and make a fully functional duplicate as many times as you can afford
Oh and also forgot.
5) Characters may need to level up in a specific area or in some special condition at some point (Pokémon comes to mind).
When playing blind these kinda of circumstances makes you a bit more reserved with "Stat-Items".
That said, it is important to be able to not get too reserved with items or you get shit like a "Melee Hunter" who don't want to waste arrows unless it is Elite or, possible even Boss.
The person in the tweet probably includes games where the player can tell the rarity of an item through playing, without the game telling explicitly.
No consumables are dropped in the world, you can only buy them at stores using your hard earned cash that does drop in the world, albeit in small amounts. Make the items a good balance of helpful and expensive, like a healing item that heals faster than any spell/technique or temporary stat buffs for a variety of builds. Lastly, hard cap item/wallet capacity so you can't just hoard an ever growing amount of items, like you can only hold 3 of each item, you can buy maybe 5 items with a maxed out wallet, and it'd take like a couple of hours of combat play to max it out again. Optional, give items an expiration date so they either use it or lose it.
turn all rare items into a vancian magic character with equivalent support spells that replenishes spells at save points or towns or something
>you need them to progress
>there’s a limit to how many of them you can get
>you use them before the moment you had to, because there were no indications of that anywhere and you figured no developer would be that retarded
>you can’t progress through the game anymore
Nice artificial difficulty
Honestly I think some games just need a message at the beginning of the game that says "There are no permanent missables."
I think it’s best if you can farm them, craft them or buy them. Give the player the knowledge that he can get more of them if he wants.
The problem with consumables is simple, what if you use one to fight a boss but you lose, and now you lost your consumable and didn’t get past the part that was giving you trouble. They’re mid risk, low reward so you never use them.
>Potion
>Heals a small amount of HP.
>commonly available as drops or in stores
>Really Big Potion
>Increases maximum HP, and restores HP to maximum.
>have only ever seen as a dungeon chest reward
Just knowing what an item does is and the context of where it's found is enough to tell you how rare it is
>like permanent stat boosters for instance.
But people don't use them either. They don't know who's gonna get what kind of stat growths, they don't know if promotions are gonna negate all boosters used before it. Stat boosters are things most anyone will save on a first playthrough and only use immediately once they know what the fuck they're doing next time
What part of
>let them figure it out
did you not understand? The let them part, or the figure it out part? Genuinely curious.
I did this by "training" myself. I played Golden Sun and Mario RPG, and I said to myself "I will IMMEDIATELY use all attack items in the very first boss battle I run into, and I will use all healing items before casting healing spells"
It worked. My friends freak out at me when they see me using Elixers at level 8, but fuck them. They're there to use, and I won the fight.
I mean that's not how suikoden goes later in the game. If you don't use the busted physical system, the point of runes is that your low level spells are for garbo and the high level ones are for bosses. Your level 1 even superior rune spells ain't worth shit against bosses
In Ocarina of Time, there are things which are limited / which consume a limited resource, e.g. bombchus or Din's Fire. But they are necessary to beat some puzzles. So I think that is okay game design.
However there are other items in that game that you will basically never use, due to them being "expensive", and due to the fact that they are not necessary. E.g. ice arrows and Nayru's Love. So you could say it's bad game design that those items are not factored into the game more. Although to be fair, I think Naryu's Love is definitely designed to be used in the Desert Colossus, with all those weird green things going around. And I think many players would figure that out. Ice arrows, though, have limited use - there's Bongo Bongo, yes, but most players would probably never realise that ice arrows have an effect on him. They'd never think to try it.
>and I won the fight.
You'd have won anyway even without them, that's the point
Not him, but are you retarded? Players IMMEDIATELY figure out the rarity scale when they see "This potion heals 10, this mega potion heals 500, and this Golden Scarab Potion I had to fight 30 monsters in a row gets heals all HP and MP. HMMMMM MAYBE THIS IS RARE"?
>B-b-b-b-but that's the player figuring it out!
The problem is it's too easy to solve, numbnuts.
ark survival evolved
Just put a bunch of items right before the boss room like in old shooters.
You won't be saving missiles because you get a full amount right before you walk in to fight the boss.
Path of Exile solved potions.
>you only drink a portion of the vial per press
>deal damage/get kills to refill vials
>you loot vial containers instead
>they have buffs and function changes like heal over time vs instant chug
It was never supposed to be a secret, retard. You're very bad at psychology, I pray you never go into the field.
Make it so you can eventually buy everything from shops
Not really. Ever since I've adapted this lifestyle, it's allowed me to tackle fights far, far lower than I should be able to.
>Final Fantasy
>Elixir
>Found in certain spots
>Not purchasable
>Save it for final areas
>Final areas are easy enough with the team's healer anyway
And:
>Pokemon
>Max Revive
>Found in very limited quantities
>Can't be bought in stores
>Revive + Max Potion is usually better
>Game is easy enough to never need them
Just let us buy the damn things already.
Old FE games do this. Weapons are items that have usable amounts. Some weapons can't be found again. I wasted Excalibur fuck me.
>Hey, guys, we have this problem where players are hoarding this rare item.
>Pffft, whatever, don't tell 'em it's rare and make them figure it out the hard way
>They figured it out in 10 seconds from just looking at the item
>FUCK YOU YOU'RE BAD AT PSYCHOLOGY YOU FFFFFUCKING RETARD GAWD DO I HAVE TO DO EVERYTHING FOR YOU!?
You need to hoard the elixirs to feed to magic pots
>get a new usable item
>use it to see what it does
>okay cool so that kind of effect
if it's unique or rare there's always another playthrough
>Game has ultimate attack bar that fills when you kill enemies
>Can't use it after a boss because you just used it
>Can't use it when it's full because you won't have it for the boss
I hope your hypothetical game doesn't have manual saves, because now everyone has to savescum just to figure out what the hell their inventory items do without possibly losing them forever
And even if it doesn't they'll probably just look it up first rather than risk wasting something valuable
>how to enrage shmup players in one sentence
Path is pretty shit with certain encounters with that setup. Uber Elder for instance can get really sketchy potion wise if you aren't using outright fucking busted builds.
sure, but even level 1 is trash for garbo and the animations takes too long. also not all level 1 is throw away... water for example is a full heal
octopath traveler, despite its flaws, has almost perfect combat gameplay. would that i could play suiko with octopath's combat mechanics
>Come up with ways to solve this issue.
It's a player issue. Therefore, to make them solve the issue, make fights harder so they're forced to actually use the items.
I like the first three. Not sure how the third one would work. The fourth option is railroading you too much in a defined strategy, not a big fan.
Once I figured out I could use the suit zoom with the magnum to make a hit-scan sniper, I used the ammo a lot more because of how much fun it was.
Limit the amount you can carry.
Have the items be timed if it makes sense(any magic shit/ayy level tech). It's been solved years ago.
Come up with good reasons to use it immediately. I found that Lost Odyssey especially in early parts did that really well. The first boss was surprisingly a tough cookie but I defeated him in second try when I decided to put Seth and Jansen on the back row to support Kaim and gave that drink to Kaim to do damage. You can't buy that drink anywhere in the game and I was ok with wasting it on the first boss.
Levels /situations that force you to use the resource.
Forced inventory clearing, at intervals (at least one).
problem solved
i love it
Fell Seal handles this by giving you infinite items, but limiting how many you can use each per fight.
that's cruel, how soon can this be made industry standard?
How about if they use up the max amount in ng they get unlimited amounts in ng+?
Make all resources scarce. Have the limited resource allow you to save up a ton of regular resources (e.g. ammo or healing items) if used in a right situation. If item is for panic use, ensure it allows the player to save resources by taking more risk. Examples would be RE4 grenades / magnum ammo or Dead Space 2 stasis packs.
Sometimes you gotta stock up on herbs so you don't have to go back to town in the middle of a dungeon.
Witcher 3 had a good potion system. You could only carry like 3 charges on each one but resting would use some resource to restore charges on all of them. It made you switch out your potions to get the maximum benefit out of resting.
maybe someday
I never use items, just hoard and sell them when they start to bloat my inventory.
>Revive + Max Potion is usually better
Sure, if you're not in battle
Fuck outta here. Suikoden is a better game in every regard than octopath. Octopaths combat is pretty fucking weak. If you'd said saga combat, you'd maybe have an argument. Octopaths combat is the most retarded and easily breakable shit since ff8
i wish they made that optional
i dont like runnin around collecting ingredients constantly but would be good to have hte option
I dunno, maybe add some kind of mechanic that allows you to use the item