How would you solve the problem of way too much time wasted in menus for RPGs?
First thing I would do is remove encumbrance, it adds nothing to the game but more wasted time.
Add two options: "Menu depth" and "Menu position". If enabled, menu depth puts a counter showing how many layers of menus you have open. Say the inventory screen for equipping items is 3 menus deep, then the menu depth counter will show "3". The menu position counter shows how far your cursor is away from the start of the current menu, so if your claymore is 5 weapons down from the top navigating down to 5 will let you fast-equip it and back out. Therefore if you want to quickly switch to your claymore you just go to "3-5" as fast as possible.
>>717215121 (OP)>RPGsBut the only people who play RPGs are TRYING to waste as much of their life as possible?
>>717215121 (OP)the main time waste in rpgs is trash encounters
encumbrance gives value to strength/gear and makes your prioritize your looting
>>717215121 (OP)That's only really an issue for JRPGs, and there's no fixing those because they're console games and thus limited by gamepad controls. It's a design flaw.
Let the player make shortcuts and throw in a few premade ones.
"Give Her the D" takes me back to when I first started using 4chan. I think "Yo, dawg, I heard you like ______" was big at the time as well.