The problem with RPG Accesories

Jun 11, 2010 02:25

The Accesory. Be it one or two, most RPG's include them. This is the 'trinket' slot, that weird gem, the necklace, the ring, the boots whatever.

There's a problem with them.

Allow me to elaborate:

I can equip an accesory that increases the quality of harvested goods. Mushrooms, grass, wood that sort of thing. Or I can equip an accesory that boosts my stats in battle.

Which do I use? That's the Accesory problem and so many RPG's do this. The optimal route is to wear the stat booster, then when I find a harvest spot to swap to the harvesting accesory then go back to the stat booster. It's a hassle.

Why don't you make the harvesting increase a toggleable Relic option? Why don't you take Star Ocean's route of taking a penalty to your stats for bonus experience? The equipping and re-equipping stuff is just hassley.

Mass Effect had this problem with Ammo, having to swap ammo in and out depending on encounter. In Mass Effect 2 they made the ammo powers instead and swapping between them is much faster.

In short:

Having to equip and re-equip items depending on whether I'm out of combat or in-combat is a hassle. Quit doing it.
Previous post Next post
Up