The acorns one was particularly silly, you had to be incredibly dumb to not realize those are quest items but it was suppose to help players not accidentally sell a quest item. If the game is long maybe you forget about it and sell them? But again, the art was unique enough to make you remember not to sell them. Overall it was not a bad inventory, it limited both inventory space (although not enough in my opinion) and had a weight limit.
For me, the worse inventory is the one from BG3 and DOS2 - basically the same thing, to much to filter thru and most of it was junk that it was boring to even sell.
My ideal inventory would be divided on categories but also have an inventory space limit in addition to a weight limit. A tab for gems and rings, one for alchemy, one for quest items and one for general inventory. Add a key ring as well. They can even translate in specific bags on your character model, pouches, scroll case, big backpack. The game should allow you to carry 100 rings but not 3 suits of armor and no one should just pick everything up.
Somewhat related, I dislike having color codes for items, it feels immersion breaking at one point. You have grey, green, blue, purple and golden - basically what wow did . It is a small nitpick but if the actual itemization made sense instead of double digit and even triple digit stats you don't need to have color coding. BG2 did that great you had the +x and a flavor test that made it unique and part of the world.
Another nitpick, is random drops. I prefer it when the armor, weapons and spells are meaningful, like in Witcher 2 or Gothic 2. It helps reduce clutter when you don't have randomly generated generic items, it also make the world more immersive. Compared to Oblivion or Skyrim where you had random thugs with parts of Daedric armor.
The acorns one was particularly silly, you had to be incredibly dumb to not realize those are quest items but it was suppose to help players not accidentally sell a quest item. If the game is long maybe you forget about it and sell them? But again, the art was unique enough to make you remember not to sell them. Overall it was not a bad inventory, it limited both inventory space (although not enough in my opinion) and had a weight limit.
For me, the worse inventory is the one from BG3 and DOS2 - basically the same thing, to much to filter thru and most of it was junk that it was boring to even sell.
My ideal inventory would be divided on categories but also have an inventory space limit in addition to a weight limit. A tab for gems and rings, one for alchemy, one for quest items and one for general inventory. Add a key ring as well. They can even translate in specific bags on your character model, pouches, scroll case, big backpack. The game should allow you to carry 100 rings but not 3 suits of armor and no one should just pick everything up.
Somewhat related, I dislike having color codes for items, it feels immersion breaking at one point. You have grey, green, blue, purple and golden - basically what wow did . It is a small nitpick but if the actual itemization made sense instead of double digit and even triple digit stats you don't need to have color coding. BG2 did that great you had the +x and a flavor test that made it unique and part of the world.
Another nitpick, is random drops. I prefer it when the armor, weapons and spells are meaningful, like in Witcher 2 or Gothic 2. It helps reduce clutter when you don't have randomly generated generic items, it also make the world more immersive. Compared to Oblivion or Skyrim where you had random thugs with parts of Daedric armor.
DOS2 inventory sucking is a fact. I never could figure anything out from that screen.