Not everybody wants this kind of micro management:
Right! But the subject at hand has not that much micromanagement in it as you may think.
In KCD you have to pay to, say, to stay at the inn: 2 gr. for one night or 250 gr. for renting a room “forever”. That is more or less what I mean when talking about alchemy benches. The very same thing - simply pay or rent. All other possible ways I listed are optional. Easy as pie isn’t it?
What about making a MOD for the vials…
It would be cool, of course! We are waiting for modding toolkit, tho.
The thing about the empty potions’ vials is again there is no that much micromanagement in it. Let’s take archery in KCD for instance. Here are some statements about it:
- you need a bow
- you also need arrows
- you need arrows and the bow to be equipped
- the bow should suit your agility level (or it wouldn’t shoot)
- you are able to pick arrows from the ground after shooting
- you are able torn arrows out of enemies’ bodies (when looting them)
Pretty complected and obviously a lot of micromanagement about the arrows. But no one really complains about it and asks to dumb it down. Why? Because KCD thoroughly simulates almost everything what makes archery an archery and the exact way it works.
So seriously, no one will be complaining about a simple empty vial appearing in the inventory after consuming a potion, because it is simply the way works. Well… unless you really eat the vial too, haha. On top of that - it’s, honestly, a less complected matter then, say, archery and arrows management.
Personally I don’t see any reasons why in KCD, a game with a few dozens of very realistic (some almost simulator-like) gameplay mechanics, should really avoid the one I’m talking about - empty potion vials, for instance.
Yeah, I do have a strong opinion all gameplay mechanics ideally should be consistently and equally deep.