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Not enough bag space even with upgrades

Boutique_All
Boutique_All
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I am level 10. My bank is completely full of only "materials". Im crafting every time my bags fill up and I have to go back to town. I have purchased the first bag and bank upgrades and can't afford any more at this point.

This is just not acceptable. There are too many ingredients in the game and not enough bag/bank space. I should not have full slots in my storage and no where to put it except to sell the mats I may need for crafting. Could we please get an infinite storage receptacle for our materials? Soooo frustrating and boring to have to go back to town after two quests to have to do inventory management. This needs to be fixed.
  • MIng_ESO
    MIng_ESO
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    I think this is the 10000 post asking for Inv help. They want you to craft one thing at a time which means getting your low level stuff revisiting or going to the next area after you are a vet. They better fix this before the 4th or crafters will go to another game.

    In the mean time run other characters to a bank to hold one crafting job per mule. You will have to increase each mule bag to highest level bag size.

    Cooking can be done almost every where and guilds will be putting recipes in banks. It is the easiest crafting job starting out. And the food sells better than materials.
  • ItISLupus
    ItISLupus
    An even easier way is to neglect collecting mats(other than weapon and armor materials) until you can upgrade your bag space.
    Edited by ItISLupus on 1 April 2014 22:36
  • Stonie
    Stonie
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    As other Elder Scroll games its all about choices.
    If you want to loot everything and level several professions at once you will run out of bag space.
    I love the micro managing and complexity of this game.
    Convenience is great to a point but if they overdo it (as in wow) the players will become lazy and demand even more.
  • Inactive Account
    Inactive Account
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    Finally, a game that doesn't spoon feed me when I have decision to make.
    Keep it up Zenimax and Bethesda.
    Edited by Inactive Account on 2 April 2014 05:28
  • Tweezus
    Tweezus
    I have this same issue however i agree they are making sure we that we have to make choices. I honestly think this is great and dropped collecting alot of stuff to just focus on smithing/provisions. GJ Zenimax!
  • korwinthale
    korwinthale
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    I disagree with some of you saying it's about choices, My character is a Blacksmith / enchanter and I still had to make 4 extra characters as Mules because I dont have enough room with tier 2 upgrades on both storage, When you hit tier 2 materials you just plain run out of room. and While a shared bank is cool Eatch toon needs their Own storage this model just doesnt work when you have say 8 toons doing different crafting etc. Eatch toon should have their own personal storage as well.
    "Still, we have to keep trying and hoping. That's what's important--the trying and the hoping. Maybe that's most important of all."
  • Wompoo
    Wompoo
    Crafting bank tab similar to GW2 would be perfect. The Gui in this game is just plain horrendous however... like Tera and TES (2 of the worst gui's around imo) had a child and called it ESO, I hated TES's gui, it was absolute garbage on the PC why implement the bs here. A lot of nice things in this game, but the gui and combat controls are just horrible imo.
  • Laerian
    Laerian
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    The inventory issue was discussed in Beta, most agreed that this IS an issue. The response from Zenimax was starting with more slots unlocked (besides a little "joke" about compulsive hoarding TV program) which obviously is a band-aid on a gaping and it doesn't solve the problem.

    The analogy with the previous TES titles is FALSE. First, those games can be modded to get more carry weight and there were plenty of containers to store everything you want. In summary, the last 3 TES titles had UNLIMITED inventory space.

    Second, this is a P2P game, and it has LESS starting inventory and LESS inventory limit than several others F2P games; not only that, the inventory space is relative and depends on the items diversity which in ESO is huge.

    Finally, there are plenty of other experiences about inventory micromanaging in mmorpgs and many agree that IT IS NOT FUN and it is a time waste.

    Considering all of above, for me, this is one of the WORST inventory system I've seen. (do not misunderstand me, the game is awesome but the inventory is not). I find myself managing the inventory instead of playing the game.
    Edited by Laerian on 2 April 2014 06:04
  • Sharee
    Sharee
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    They have given an official answer and the short of it is: this is meant as a soft cap on your ability to learn multiple crafts at once.

    Instead of a hard cap ("you can only learn 3 crafts on a single character") they allow you to learn all crafts, but ("if you try to do all at once, you will run out of bag space")

    And i very much prefer the soft cap approach.
    Edited by Sharee on 2 April 2014 06:05
  • DeadlyGhost
    Stonie wrote: »
    As other Elder Scroll games its all about choices.
    If you want to loot everything and level several professions at once you will run out of bag space.
    I love the micro managing and complexity of this game.
    Convenience is great to a point but if they overdo it (as in wow) the players will become lazy and demand even more.
    Other elder scrolls games have a house that can store ALL your items. No item limit per drawer. No it isn't realistic, but neither is the Elder Scrolls in its entirety.
  • CASP3R421
    CASP3R421
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    managing your inventory has always been a part of TES, while i would like to see a larger/unlimited bank for crafting materials, complaining about a packsize just seems fickle.

    My Alt is a Mer

    Due to the excessive amount of bait that we had to remove, this thread will remain closed
  • Howitczar
    Howitczar
    Sharee wrote: »
    They have given an official answer and the short of it is: this is meant as a soft cap on your ability to learn multiple crafts at once.

    Instead of a hard cap ("you can only learn 3 crafts on a single character") they allow you to learn all crafts, but ("if you try to do all at once, you will run out of bag space")

    And i very much prefer the soft cap approach.

    I agree.

    I have tier 2 upgrades for the bank and bags and it seems pretty easy to prioritize 3 crafting professions, manage research, and the rest goes into my guild bank for the other 30 people leveling those professions.

  • flemmingrohdb16_ESO
    CASP3R421 wrote: »
    managing your inventory has always been a part of TES, while i would like to see a larger/unlimited bank for crafting materials, complaining about a packsize just seems fickle.

    and that is all good
    but when i get back to town i should be able to unload
    just as i have been in other tes games and a lot of mmo's
    so dedicated bank storage for materials would be nice
    ill never take my pledge of mara or vanity pets out of the mail, since ill never have room to spare for crap, and this is just wrong
    limited inventory when adventuring is fine, but you need sufficient room when you are in town, to unload fast and get back to your group
  • Desperado558_ESO
    Desperado558_ESO
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    Sharee wrote: »
    They have given an official answer and the short of it is: this is meant as a soft cap on your ability to learn multiple crafts at once.

    Instead of a hard cap ("you can only learn 3 crafts on a single character") they allow you to learn all crafts, but ("if you try to do all at once, you will run out of bag space")

    And i very much prefer the soft cap approach.

    I can understand this concept, but this really only applies to people who intend to only be leveling a single character at a time, or at the very least a single characters professions. And at the same time it completely hinders those who have no interest in crafting, but instead wish to gather materials to sell to others. There is no way a person could effectively gather large amounts of materials for all types of professions due to a severely limited storage space.

    And as I said in the first part of that, if you intend to be leveling 2 or perhaps 3 characters at once for whatever reasons(as I am doing) you are pretty much restricted to either leveling the SAME few professions on those characters, or you are restricted to only leveling professions on a single one of those characters due to the small size of your bank.

    Worst yet, PROVISIONING! Each Alliance has different materials available and necessary for Provisioning, so if you wish to level one character as part of the DC, and another as part of AD then you have just effectively doubled the amount of space required in provisioning mats in your bank/bags.

    Simply put, something needs to be done. I am rather fond of an account wide bank + a character specific bank, but I feel that at times even that may not be enough. The 'unlimited material section' of a bank, while nice, would be a bit excessive at the same time. I feel something needs to be done to find a decent middle ground there, because as it stands now I'm practically restricted to only leveling certain professions across all characters or only leveling a single character at a time.

    EDIT: I know this is far from the realm of reality here, but one thing I feel would be fantastic is some form of player housing in the future, which would allow players to store items in containers(even if they weren't large containers) and display armor/weapons on mannequins and such. Again, I know this isn't likely ever going to happen, but it would be amazing for a game like this and as part of a series that has had player housing in the past quite a bit. The idea just crossed my mind and I figured I'd toss it in just for fun.
    Edited by Desperado558_ESO on 2 April 2014 06:27
  • Sharee
    Sharee
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    Sharee wrote: »
    They have given an official answer and the short of it is: this is meant as a soft cap on your ability to learn multiple crafts at once.

    Instead of a hard cap ("you can only learn 3 crafts on a single character") they allow you to learn all crafts, but ("if you try to do all at once, you will run out of bag space")

    And i very much prefer the soft cap approach.
    There is no way a person could effectively gather large amounts of materials for all types of professions due to a severely limited storage space.

    Which may very well be intended. Since anyone can collect any resource node without any limitations like other games have (gathering tools, limiting the resource types one can collect), if everyone could collect everything in large quantities the market would be flooded in no time and resources would become virtually worthless.

    Edited by Sharee on 2 April 2014 06:34
  • Auralia
    Auralia
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    I thought they said they wanted people to be able to craft everything on one character and not have to have alts. I was only going to have 4 characters, 1 of each class. But the lack of space requires you to have 4 alts as well, just so you can use those characters for storage of crafting materials.

    I agree with what others have said, I have played many MMO's some free, some p2p and this game by far has the worst inventory system, it is way too limited and restricted resulting in frustration.
  • nudel
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    I agree with Sharee that it is meant as a softcap to maxing all the professions on one character. It is about balancing.

    I personally would be really disappointed if ZOS caved to appease the lowest common denominator. Part of the problem with games like Skyrim is that you can do everything on one character. What's the point of making other characters in that case. In a multiplayer situation, being able to master every single profession without having to account for skillpoints and bank/inventory space would create millions of master crafters with no need to trade with eachother. Personally I much prefer choosing 2 or 3 professions and then bartering for those items I need from others.

    If you only focus on a few professions, inventory management and skillpoint management are much easier. I did lvl up all the professions during the beta and it was doable but much harder. Yes inventory management was constantly a problem. But this is the price paid for trying to do everything at once.

    Balance.

    What a newfangled concept.
  • Zargorius
    Zargorius
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    You can't keep everything, you need to make choices. I'm advancing 3 professions and have no space issues at all.
    Honor is a dead man's code.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    Provisioning does take up a ton of bag space all on its own. There are also a lot of materials i'm finding that are for higher tier food crafts that I am finding in the lower level areas, which is not really a bad thing cept its hard to tell which ones you need and which you don't. Those materials also don't vendor for anything, so picking them up often causes you to waste space. I've also found recipes for VR5 in the starting zone, why? And when it comes to equipment crafting, your inv space is artificially reduced because you have to have 4 spots available for raw material refining and deconstruction.

    It would also be a bit less of a pain if you didn't need to be in a guild to post items up for sale. It also causes way too much /shout and /zone spam for sales and gets really annoying. And maybe if bag space upgrades were a tad bit cheaper. I'll never afford a horse if this keeps up lol.
  • krees28b14_ESO
    krees28b14_ESO
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    As much of a pain that it is I actually use two alts as mules. Mostly for provisioning stuff on one toon, enchanting and alchemy on another. Have to empty my bags and switch characters once a day or so to move things around. As I level up I will find the lower level items no longer needed and can put them on a third character to use for alts later on if I wish or simply sell them for cash which seems to also be in somewhat rare supply.
  • Desperado558_ESO
    Desperado558_ESO
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    nudel wrote: »
    *snip*

    Trust me, I understand the concept of balance, but there is nothing balanced about having a level 12 character who is leveling woodworking, clothing, and provisioning, and a level 8 character who is leveling blacksmithing and enchantment(on a different Alliance)... And having 4 characters who are full 80/80 bags as well as an almost full 80 slot bank.

    Because that is exactly where I'm sitting right now. I'm not collecting mats for every profession, only the ones I listed, but that said, provisioning alone(spread across those two factions) takes up 130 bag slots or so. (I'm not just going to throw out food that I intend to use later)

    Materials alone take up around 70% of that space.


    Now lets say I wanted to start leveling a third character who will focus primarily on alchemy and woodworking as well. Well, that only adds in one more (the final profession) but thanks to the shard bank system, that means a single bank space is now being used for leveling every profession available, even though I'm only leveling two professions on two characters, and three on another.

    I know, this situation doesn't apply to many players who will focus on leveling a single character, however I love playing alt characters and I enjoy the leveling experience quite a bit. I'm not one to rush straight to end game in any MMO I play. I should have the choice to play however many different alt characters I choose, however if I do so, I'm forced to an extent to simply NOT learn professions on some of them because I literally can not possibly afford to use that much bag/bank space.

    So... Balanced? Not even close. It's perhaps balanced for those who are only leveling a single character. For those like me? You couldn't be further from balanced.
  • Schnurrer
    Schnurrer
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    *Sigh* Ok Guys. What are you? A bunch of compulsive hoarderer? I mean why do you have to keep every single item you loot in the game? Of course Crafting is part of this game and some of you want to go for it from beginning. But you need the system to develop itself. When your still at lvl 10 you wont have enough gold to buy all the space you need. In some videos I saw some guys with 200/250 space so the cap seems to be far from allready reached. This of course costs a lot of gold which will actually be not a lot in a few weeks of playing. So just keep on lvl progress, stay at 1 craftskill to begin with and im pretty sure in some weeks you will just laugh about this starting problems.
    (And if you have with even just 1 Craftskill to much materials and just wont stop collecting everthing you see, then use the mule-method meanwhile).

    And please stop complaining about ESO beeing too difficult. Difficult to me means I need serveral weeks to see through the game's systems. And looking at skilling/questing/trading systems of ESO makes me laugh regarding "too difficult". The Crafting system with it's overwhelming mass of Items and it's (for now) limited storage space is at least one thing that challanges me.

    (Of course the Puplisher wants most people to be fine with the game so they pay - but I'm not "most people" and its sad when crying for an easier game is the only way...)
  • Laerian
    Laerian
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    Yes, a player with 1 or 2 main characters and 7-6 mules probably won't have many problems (besides de character swapping).

    Making alt mules can be a workaround due to the lack of inventory, however, character slots are not an inventory extension; I cannot accept that pro-developers have such misconceptions.

    I and others did suggestions in Beta and Bethsoft forums to deal with the inventory issue. Many suggested a crafting bank, only for crafting materials and with bigger stack sizes; others a personal bank; expanding the limits, housing, etc.

    Whatever they do I hope the solution comes before the end of this month.
  • Desperado558_ESO
    Desperado558_ESO
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    Schnurrer wrote: »
    *snip*

    Again, I'd like to point out my previous two posts. As I stated, someone playing with only 1 main character, MAYBE two, they will be okay... assuming you use the other 6 characters as pack mules that require you to log out and back in repeatedly in order to find what you want, withdraw stuff, etc.

    That is not conducive to enjoyable game play. It's not 'fun' to anyone.

    And then the people who have multiple characters they wish to level at once, as I have stated that I do, are completely stuck. They have an ever decreasing number of the already lackluster concept of using pack mule characters while they have an increasing amount of materials coming in.

    The system as it stands functions well only for those who have no desire to level multiple characters, but as a paying player to this game I should not be forced to play that way if I choose not to. My only other option is to skip professions entirely on certain characters which is also something I should not have to do.


    Adding in a separate per character bank in addition to the account wide bank would allow for each character to have the profession mats for that specific character available, and would solve lots of issues. Not to mention add in another gold sink for the game, which is never a bad idea for MMOs.

    Again, if you are a player who is only leveling 1, maybe 2 characters, I'm sure you aren't having issues, but consider for a moment how it would be to be leveling perhaps 4 characters. Your number of pack mule toons just dropped and the amount you're bringing in just doubled. It just doesn't work for certain (rather popular) play styles.
    Edited by Desperado558_ESO on 2 April 2014 07:18
  • Darastix
    Darastix
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    id be happy if they just increased the stack size to 1000, i can spend hours just gathering ore, but with a stack size of 100 i can fill my inventory with just ore.
  • daslush_ESO
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    For the people that need bag space early on, just roll a bankbot or two to hold items. You can always delete those characters later on if needed.
  • korwinthale
    korwinthale
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    Howitczar wrote: »
    Sharee wrote: »
    They have given an official answer and the short of it is: this is meant as a soft cap on your ability to learn multiple crafts at once.

    Instead of a hard cap ("you can only learn 3 crafts on a single character") they allow you to learn all crafts, but ("if you try to do all at once, you will run out of bag space")

    And i very much prefer the soft cap approach.

    I agree.

    I have tier 2 upgrades for the bank and bags and it seems pretty easy to prioritize 3 crafting professions, manage research, and the rest goes into my guild bank for the other 30 people leveling those professions.
    The guild bank just completely wrecks your point.
    "Still, we have to keep trying and hoping. That's what's important--the trying and the hoping. Maybe that's most important of all."
  • Lalai
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    Not that it totally address bag space, but I've joined quite a few merchant guilds. I've started putting provisioning mats (as those are the worst offenders) up for a fair bit of gold in the guild store for some of the guilds I'm in (have 3 merchant ones). Saves some space, and since they're a bit over-priced people don't buy them. If they do I make a bit of money off it.
    Fisher extraordinaire!
    Send me your worms, crawlers, guts, and insect parts.
    Templar Healer
    Daggerfall Covenant, NA
  • Schnurrer
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    Adding in a separate per character bank in addition to the account wide bank would allow for each character to have the profession mats for that specific character available, and would solve lots of issues. Not to mention add in another gold sink for the game, which is never a bad idea for MMOs.

    Ok. That's a point where I agree for 100%! The only advantage of this shared bank is you dont need someone to hold your items for a sec. But this System is also far from reasonableness (unless you dont assume to have some "friends" (= all you charakters) sharing a bank account for fun). Anyway I would really like to see one bank account per charakter with a small section (maybe 10 slots) which are shared to all your charakters.

    Whats the Game Director's mailadress? I'll arrange that B)

  • nudel
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    Changing the current shared bank to a lot of private banks with one tiny shared section is more inconvenient than the supposed inconvenience you're attempting to address.

    10 slots, really.

    So I need to dump 10 items in. Switch characters. Take 10 items out. Switch characters. Dump 10 items in. Switch characters...on and on.

    How is that better?

    If you're complaining about having to switch to a mule in the first place, this is not an improvement.
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