For the short version, read ComJak's post above.
Visionhunter wrote:
Hey guys, here's some feedback based on my first few hours with 0.85:
Riot Shield
What purpose does this serve?
I tried to use it as cover for my teammates, but they seemed to ignore me completely.
I tried using it to get from cover to cover, but since it can't be aimed it didn't work at all.
I'd suggest changing the way it works by having it automatically aim at wherever the mouse is pointing. This would allow you to easily move into cover or as efficient mobile cover. (If the AI would recognize it as such...)
They'll pick you as cover if there's no better cover elsewhere for them, hence it's meant to be used in otherwise open space, which refers to map1. See where everyone's running
http://www.desura.com/games/running-with-rifles/images/rwr-0851? They don't yet know how to shoot over it, so they'll mostly try to shoot through your shield. Meanwhile, use it with other players, we surely had some fun with a shield in a PvP based session, once someone found a shield in the first place. It became a capture the shield contest

You can direct it by holding down shoot key.
Visionhunter wrote:
Slots
And why can't I automatically pick up a rocket launcher if I have no Riot Shield as my alt weapon? If it says 0, why do I need an extra action to turn that 0 into a useful rocket launcher with the risk of accidentally picking up that AK or Flashbang that also dropped when I busted the crate...? Customization is nice and all, but I'd rather start with NO alt weapon icon every time and simply pick up whatever I find first. Same for grenades (if the flashbang wasn't so crappy).
Long story short, needing an action to pick up weapons is fine, picking up grenades and alt weapons the same way doesn't work well. I suggest separate slots for all or simply throwing out the Shield and Flashbang altogether.
You or the game has selected for you the initial support item randomly, similar to all other items, currently LAW or shield. The collectable item only changes on your input when you pickup something else, then it will always stick with you and you auto-collect only those items. To summarize, choose your weapons after you've started the game, and then the game works exactly like 0.84, no random weapon/item switching by the game even if you hit 0 count. In 0.86, there are armories where you can purchase any stock weapons and items, in 0.85, you can find the secondary weapons from crates / corpses only.
Imagine what would happen if you'd pick up whatever you find first automatically if you only wanted to specialize on LAW usage; you'd have to separately drop the shield each time you walk over a shield if you had 0 LAWs.
In my opinion, it should stay the way it is. You pick/buy what you want to use and not collect everything you happen to walk over. We will ultimately have a lot more support weapons and throwable items, most likely more in the Invasion mode, so once you've got yourself set up, you're good to go and the game won't try to guess if you wanted to use shield or LAW after all.
Visionhunter wrote:
Inventory/backpack
Oh god, why...? The game's beauty lies in its simplicity! Run and gun! Not hoard management! There's little point in gathering weapons you never get to use since you tend to live no longer than two minutes on average. Of course it's nice to gather some weapons you MIGHT use, but it completely changes the pacing of the game, and not for the better! I VERY MUCH dislike the inventory system in general. Please don't over-complicate matters.
Whoawhoawhoa, who told you to use the backpack?

This is an open world game, you are entitled to run and gun tactics. Have you tried how much that has changed because of flashbangs, slots and inventory between 0.84 and 0.85 if you don't force yourself to use any of those? Not at all.
Ok, I know you're trying to agitate a bit, but come on. The game evolves in bits and pieces, not as fully implemented steps that always provide a balanced game experience with whatever you see anywhere in the game. What you see in 0.85 is just a fraction of what we will be adding, because you know, the whole inventory system wasn't made for flashbangs (if you happened to read the blog post about 0.85, flashbangs was said to be a proof of concept item that isn't awfully useful, but proves the system of inventory and grenade switching is functional). There are other threads with discussion about future items, so I'm not going to rewrite all the plans here.
I can somehow see why some people dislike the inventory and the stuff that comes with it, my take from it is that I think it overwhelms some players because they think it requires actions from them. I hate to say "newsflash", but, you're not required to do anything just because there is new stuff in the game. Especially single players aren't, PvP oriented people might think some things provide them an advantage over the other players, but like said elsewhere, PvP is about having stuff in balance, so most of the new items to come won't make an appearance there, and especially carrying multiple weapons won't be a norm starting 0.86.
The remarks we are having about inventory kinda proves a point too. If people visibly see something in the game, they think they have to use it for something even if it fights against their thinking. We could probably arrange it pretty well so that the game allows you to choose between "Classic", the simplified single player like mode people are used to, with only 1 hand grenade type, 1 secondary weapon type, and 8-10 weapons, I'd actually dare say that comms truck would have no place in Classic either as it might make players think they have to hunt and destroy it, and then the other "Lotsah stuff" mode, which has all the bells and whistles, item/vehicle/character based objectives, unlockable rare weapons and so forth. (come to think of it, what I basically just described was Normal and Invasion modes, if Normal would be cleaned up a bit and Invasion scripts made proper in single player)
As backpack could be made just another item in the future, it could be removed from Classic completely easily, and when you'd access the "closer look" view by holding pickup, the backpack area would be entirely gone from bothering anyone. You could still do armory interaction there and check your stats if you wanted, but mostly you wouldn't even need to know you can hold down pickup key. I'd say this would be the basic PvP mode too, but it would be open to server admins to cook up a mode with whatever settings and items enabled if they'd want to try something more experimental.
As the backpack will be an item, if you choose to not equip yourself with a backpack, you'll rule out yourself from a certain part of the game which involves you to carry valuables for completing objectives to get rewarded with points to use at the armory to buy mortar strikes, squad drop calls, vests, medikits, and so on, it's up to you if you want to play RWR 1.0 or RWR 2.0

As a concluding note, fighting with the AI at the main attack target, i.e. run & gun, will still form the very soul of the game even if we are extending the game with various directions. It's sad to see people take the possibility enablers we are adding as something they have to use rather than as optional stuff. Certainly, our point is not to add stuff simply because it can be added, even if flashbangs and inventory currently might appear that way.
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ADDED:
This is for Visionhunter in particular, but others are of course free to give suggestions as well:
* Assuming the game would not evolve in direction of introducing new items (i.e. new weapons, secondary / support weapons such as medikits, mines, C4, sandbag wall construction material, stationary weapon set up systems, and new throwable items like smoke grenades, AT grenades, molotov cocktails, distraction rocks, throwing knives, wearable items such as backpacks, vests (for not getting killed but wounded to survive lethal hits to not drop all your valuable inventory you could be carrying with you *hint*, if you had a backpack), generic valuable items such as a freaking Mona Lisa painting worth of many mortar strikes, support request calls such as mortar strikes of varying types, artillery strikes, paratrooper drop calls, vehicle drop calls, on-ground reinforcement requests, and the potential side-objectives that could be bound with these --- and so on), what would it be that you would like to see in the game instead?