» Tue May 17, 2011 2:16 pm
The way I see it, the most important thing is better inventory management. When the undroppable quest items really start to make me notice them is while I'm trying to sort out all of my tons of equipment, and find out where all that extra weight is coming from. I've got into the habit in Fallout 3/NV where I'm routinely heading back to my current base of operations to sort every bit of inventory into various containers so that I can get rid of all the excess stuff I've been lugging around. It's often not until then that I realize that a third of my weight limit was being taken up with Aid items that I wasn't using, for example, or (in the case of hardcoe Mode) ammo for weapons I wasn't carrying around with me any more. You get so many varieties of these sorts of items that it can be a real pain (to me, at least) to get a sense of just how much you have on you at any given time.
Weapons and apparel, for example - I'm usually only carrying so many (and they individually weigh so much) that it's easier for me to get a sense of how much "room" they're taking up. For example, if I'm carrying 50 pounds worth of weapons - that's usually a lot easier to see than if I had 50 pounds of Brahmin Steaks, Squirrel Meat, and various other food items. So far starters - just a way to sort through inventory in more detail would be a big help.
As far as actual Quest Items go - I'm rather of two minds about this. On the one hand, I don't want to have to be lugging around a bunch of stuff that I know I'm not going to be able to use for a good long time. But I also don't want to have to worry about forgetting I ever had them in the first place - much less where I'd put them. I don't necessarily want the game to be "coddling" me, but I also don't want to be frustrated by a stupid mistake like that.
I do see a couple of possible solutions, however. For starters, I don't foresee all that much of a problem with having a prompt come up before discarding or selling any Quest Items. At least that way, you wouldn't have any excuse for not knowing that a particular item was going to be tied to a quest later on. (Or with all the items you tend to sort through in this game - accidentally dropping it along with a bunch of other stuff you took for junk.)
The other thing would be making sure that the game never "lost" your item, no matter where you put it. I know that's kind of a constant problem with items in general, but you've got to figure at the very least, a Quest Item ought to have top priority when it comes to the game keeping track of it.
Finally, as a last resort - your companions could provide a useful last resort for dire situations. Let's say I'd found a particular Quest Item well before I came upon the actual quest, and had long ago stuffed it in the back of some cupboard somewhere, for "safe keeping." Failing the game being able to remember where you'd put (much less me, as a player,) and to save me the potential hours of trying to track down one specific item once again, maybe at the very least the game could remember that I'd at least found the thing in the first place. That way, say I hit a dead end where I really need that item, then whatever companion I had with me could say something along the lines of "hey, is this what you're looking for? I remember you dropping it a while back, but I figured I'd better hang onto it, just in case..."
I don't particularly like the idea of the game totally barring me from being able to do something because of a stupid mistake like that. I'm all about choice and consequences - but for something like that, I think possibly the stake are a bit too high. Completely being unable to continue a quest (failing it, effectively,) is, I feel, too high a consequence for something as small as accidentally dropping or selling one specific item. I don't want to have to be lugging it around for the whole game - but I also would want the "penalty" for losing it to be in proportion to the scale of my action.