Hello, folks! Just a quick reminder to all to keep it calm, please. Nothing removed or edited, but there are a few posts that are getting heated. I know the issues are upsetting. Let's stay cool.
TrishKrish;n10411132 said:
Send a support ticket to CDPR. The more people that do, the better.
And this.^ Discussing things here is not as effective as ensuring that you send in Support tickets and follow-ups (especially after new patches / hotfixes are released).
Now, about the inventory overloading bug -- it's in the engine, and there's nothing to be done about it now. It can't be "fixed", only worked around. It's like this (oversimplifying to get the idea across). I pick up a steel sword. The inventory assigns it a "tag" or "value": e.g. "Steel Sword A0". (Players don't see "A0", it's used by the engine to track of that sword. It saves the durability, any enhancements or special properties, any runestones available / applied, whether there is oil on it...etc.) I pick up
another steel sword, and the game will call it "Steel Sword A1". Now, every time I save and load the game, or any time the game loads a new area, it must cross reference the prior / present data for both swords and re-save them as a new tag to ensure they load into the game / new area. (I can't simultaneously cross-reference something and save it as the same "tag". [That would be the equivalent of opening a Word document and trying to save a copy with the same filename as the already opened copy. Can't. So a computer needs to append something to the new file to distinguish it, like
MyFile - Copy(1).doc.]) That's similar to what TW3 does when it saves each steel sword. Upon loading, each sword is cross-referenced, and the new instance is saved with an appended tag to ensure that its unique state is kept separate from all other items with the same name. So, "Steel Sword A0" becomes "Steel Sword A00", and "Steel Sword A1" becomes "Steel Sword A10". This process occurs for every, individual item, in turn, every single time the game loads a save-file or loads a new area. It's now a matter of time, especially if I have multiples of same item in my inventory over long periods, that my original steel sword has become "Steel Sword A0999999997" and the inventory screen will begin to lag as it tries to process all of these references with looong values. Eventually, the engine runs out of the maximum number of "decimal places" it can assign to a single item, and to avoid crashing the entire game out right upon loading, it's forced to cull data from the item. The item will become buggy. (The game will still run...
until I interact with that item. Then crashy-poo.)
So, avoiding this is simple. Don't horde items and don't expect to play the same playthrough indefinitely. I know what
other programs (like Diablo or Dark Souls or MMOs...) are like. I know what has become "customary" in gaming culture. Well, TW3 is different. It won't work like that. In TW3, you need to pick up only what you really need and a few spares. It's not an NG+++... style of game. Bethesda games also have this issue, for example. It's called "savegame bloat", and it's a bloody thorn if it happens. Similar crashes are common if a game or Skyrim goes on too long or a quest script gets looped too many times in Papyrus. It's the nature of gigantic, sprawling, non-linear RPGs. They will eventually reach the limit of what the engine is capable of doing. A surefire way to wind up with problems is push any engine to its limits.
Looking back (fallacy of hindsight), it's easy to say, "Oh, well, yeah. The inventory should have been handled better." But a limit
had to be decided upon, and it was. Guess it's a lot smaller than some players would prefer. As stated: hindsight. Note for the future.
The reality
now is that the engine is simply not conducive to hoarding items over longer playthroughs due to the number of times inventory needs to be saved and reloaded. So the next time you ride around and massacre 30 bandits because you had an hour to kill...just let their gear lie. You've already got 2.6 million coins (in your saddlebags, apparently), and your own weapon is capable of cutting through time itself before lighting your victim on fire from the inside. You don't need their hatchets! Or their torn gambesons! Just leave them there! Just let the ghouls eat!
Oooh...ghouls...
(Draws blade.)