So, Project Eternity will have a unified inventory for all party members, as opposed to the Infinity Engine games' per-character inventory. That doesn't bother me so much, but what's your opinion of per-character inventories? You don't like them?
In a game where one player controls all party members, I don't think it adds anything to the game to split gear up across 6 screens. There's no mental challenge to the process of organizing items across the screens. It's just busywork.
If each companion has different encumbrance thresholds, it's not as simple as just splitting the inventory..There's also a roleplaying factor involved.
"This is my strong fighter, he carries the heavy stuff. This is my mage, he carries all the scrolls."
You could accomplish the same thing by color-coding a single grid to represent what parts are carried by what character. In practice, people playing IE games just drag items onto any available slot until a limit is hit, then drag it to someone else.
What limits will be imposed upon inventory? Weight? Size of items? Slot size? Will we see weak elf stuffed with 100 full plates of feather weight? Or party of barbarians and paladins with inventroy filled with 100 slots of beans?
In the current design, party Stash size (withdrawals only available at rest locations) is unlimited. Worn Equipment is slot-based and is the same for all characters (barring abilities or talents that do things like increase available weapon sets). The one area we haven't decided on in terms of capacity is the shared Pack, which is gear that is not actively worn but available for access outside of combat. However it is defined, it will always be displayed as a unified UI for the player so they aren't flipping between characters for what is, practically-speaking, a shared inventory.