The problem with planning ahead is a design issue. The game was designed with an inventory where being able to swap equipped items could be executed fairly fluidly. To the point that being able to use consumable items directly from the inventory was not a supported function, and its absence was, at best, a mild inconvenience. The process was to open your inventory, notice the brown medkit icon, drag it to your quick bar, back out, equip it, use it, go back in, and replace it with the medkit that replaced itâs previous position in the inventory.
The game that exists now, after the altered inventory does not place all the relevant information in front of the player in an efficient way. Equipping a new consumable, such as a medkit outside of combat is significantly more time consuming, to the point that Iâve basically stopped using simple medkits to patch up outside of combat, because it is so inconvenient to: Go into the inventory, page over the weapons, the sidearms (because, as well all know, a handgun isnât a weapon), over to the consumables menu, find the simple medkits which may have scrolled off the page, equip them. Back out of the inventory. Pull out a grenade because the keys are next to each other. Pull out the medkit. Use the medkit. Open the inventory back up. Page over the weapons. Page over the sidearms, and realize that thereâs an entire page dedicated to a single item. Page to the consumables, find the Standard Medkits. Requip the Standard Medkit. Back out of the inventory.
The old system even allowed you to swap weapons if you had a moment during combat, assuming the weapon had ammo. However, the new system is nowhere near as forgiving on that front, and is prone to âforgetting,â what attachments (including ammo types) were loaded into a weapon when it was last equipped.
Saying this is a balance consideration is somewhat accurate to the state of the game three months ago, as your belt and equipped slots did not consume inventory. However, that is no longer true, and the inventory is far clunkier and more time consuming than its original design.
While I understand the sarcasm, this is a good idea within the framework of the game today. In large part because swapping weapons under time pressure has become significantly more complicated than it once was. Before, you had six dedicated inventory slots for weapons, and modifications to weapons reliably bundled into that gun.
Today, we have weapons that are prone to losing attachments (especially ammo.)
Frankly, the inventory system we now have is a far worse fit for the game than the original one. The game was not designed with this system in mind, and it has far reaching ramifiations, as the new inventory is far less fluid than the grid was. You can see echos of this in every post about needing dedicated ammo swaps in combat. That was a minor quibble last month. Now, itâs critical, because the game is designed around being able to swap ammo types in combat, but itâs become significantly more time consuming.