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Not enough bag space even with upgrades

  • Phranq
    Phranq
    ✭✭✭
    All I can say is provisioning... what on Tamriel were they thinking ??? I thought I had it under control... then last night I went to Cyradil for the first time... I opened ten or so barrels/crates and got ten or so new provisioning ingredients that I had never seen before... these are probably things I will have to deletewhich just makes me die a little bit inside...
  • Inco
    Inco
    ✭✭✭✭
    I have to agree that we need to address the problem now.

    Requiring folks to setup ALTS (Mules) to store stuff shouldn't be needed. I keep 2 crafts (Clothing/Ench) and they filled my back up along with all the trait and racial stones.

    Top it off the pets plus the maps immediately wiped out like a dozen spots.

    How about a COMPROMISE here Zenimax?
    1) Maps or any Zero Gold items weigh 0 so they consume no bag space.
    2) Create a separate BAG for specific items (Racial or Trait Stones, Runes)
    3) Make Racial/Trait Stones Zero weight so they don't take up bag space. (Like the quests tab)
    4) Give Clothing makers the ability to make bag upgrades with rare mats. (Start first bag using Ebonythread and work from there).
    5) New TAB in bag that certain mats automatically goto like quest items, but then take no space to store.

    Materials, Gear, Potions, etc. should all weigh something (I agree with that).

    Work around: Roll eight ALTS and then do initial 400g upgrade on all them (2nd bag as well if you like to keep everything)
  • Krym
    Krym
    ✭✭✭

    "Wykkyd's Mail Return Bot" is a mod that friends can run so that any mail a friend sends you with attachments is automatically returned to the sender. This allows the sender to use their mailbox as a bank. This is an exploit to bypass the bank limitations. The simple fact that this mod is one of the most popular mods on CURSE.COM should make it obvious that the bank limitations are not working for people.

    Even people that use an ALT (or MULE)strictly for banking storage are bypassing the bank limitations and it becomes an exploit.

    so you say we're all "exploiters" since we all did it at one point in a game?

    completely ignoring the fact that NO MMO WHATSOEVER let's you store anything YOU want. there's always a limit, always something YOU can't store. I have yet to see someone threaten to leave the game (and claim others do to) because they can't store everything they ever find.
    Inco wrote: »
    Top it off the pets plus the maps immediately wiped out like a dozen spots.

    yeah, they really screwed up with the maps
    Edited by Krym on 10 April 2014 05:09
  • Phranq
    Phranq
    ✭✭✭
    I just read a post on another thread listing all of the provisioning ingredients they had found so far.. there are 111 ingredients listed (I counted). Take that bank space...
  • Krym
    Krym
    ✭✭✭
    Phranq wrote: »
    I just read a post on another thread listing all of the provisioning ingredients they had found so far.. there are 111 ingredients listed (I counted). Take that bank space...

    ESO has 61 million items, anyone expect to store them too "in case you need them?" ;)
  • Delte
    Delte
    ✭✭✭
    You can increase bag space by getting a horse that adds 10 slots at level 1 and then feed it oats.

    Also I like this idea of limiting the bag space, although I do find it frustrating when I have to manage it halfway through a dungeon. I honestly think it is needed though to put a soft cap on people doing all the crafts at the same time. I have two low level characters now and they are also researching items in my bank and using resources while I level on a main character.

    A little tip here also, if you make various other races you wont have to buy a racial motif book as they come with their race already unlocked.
  • Laerian
    Laerian
    ✭✭✭
    ESO has 61 million items, anyone expect to store them too "in case you need them?" ;)
    The total number of items has nothing to do with the inventory design. Try harder.
  • Krym
    Krym
    ✭✭✭
    Laerian wrote: »
    ESO has 61 million items, anyone expect to store them too "in case you need them?" ;)
    The total number of items has nothing to do with the inventory design. Try harder.

    the total number of crafting ingredients has nothing to do with the inventory design. try harder.

    what's the difference?
    Edited by Krym on 10 April 2014 07:11
  • Phranq
    Phranq
    ✭✭✭
    61 Million items maybe if you count every single player's individual armor and weapons and things, in which case you have a few hundred thousand banks to hold them all so yeah.. I want to save them all
  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
    ✭✭✭
    Laerian wrote: »
    ESO has 61 million items, anyone expect to store them too "in case you need them?" ;)
    The total number of items has nothing to do with the inventory design. Try harder.

    the total number of crafting ingredients has nothing to do with the inventory design. try harder.

    what's the difference?

    The difference is that crafting items are a subset of the total that are useful to our characters, both higher levels and lower level alts, that should be lowering the number of individual items we need to store. Most of the crafts accomplish this to a reasonable degree, but there as least one glaring exception.

    I can hold onto ingots for alts, instead of stashing a level 6 weapon, a 8 level weapon, a level 10, and so on for the alt to use when they level up. Alchemy lets me store 18 different plants and a few types of water, instead of dozens of different types/levels of potions.

    And then we have provisioning, which for whatever reason, has some ingredients that seem to only be used for a couple recipes. Right now, I know 25 recipes for the cook side of provisioning. There are a total of 24 different ingredients needed to produce those 25 foods.

    In comparison, the first tier of clothing can take up 30 slots (2 raw/2 refined materials, 14 styles, 8 traits, 4 tannins). Just taking into the consideration the different styles and traits (and counting a full set as 1 item), that tier of clothing can produce 112 different armor sets. Count each piece of the set, and that goes up to 1568. With the 4 qualities of gear tannins allow, that increases to 6272. If I were to consider the different item level requirements as making that a unique item, we're up to 43,904 different items that can be produced with 30 slots worth of materials.

    I realize that I likely don't know all of the possible recipes, but I find it hard to believe that those 24 slots of provisioning items will ever come close to producing what even the most conservative comparison of clothing can produce. I would need to find another 88 recipes that use those 24 ingredients to match that number.
  • tigerblood
    tigerblood
    ✭✭
    My main thing is pvp. I want to get to 50 with some maxed out crafting but I find myself so overwhelmed with shuffling crap around that I actually haven't done pvp. I never did like screwing with inventory in any game and this is the worst yet. I'm interested in keeping the experience raw with a lot of things but with inventory never.

    In Skyrim how many players percentage wise do you think set their inventory to infinite vs kept it at default? A poll would be very revealing to what people want vs what the developer wants.
  • Krym
    Krym
    ✭✭✭

    The difference is that crafting items are a subset of the total that are useful to our characters, both higher levels and lower level alts, that should be lowering the number of individual items we need to store. Most of the crafts accomplish this to a reasonable degree, but there as least one glaring exception.

    so is every equipment item I pick up.

    my char can wear all types of armor, does zenimax expect me to keep one full set each around? same goes for weapons. if I find items half my level and I have another char at that level, am I supposed to be able to store that without problems? and the next higher equipment? and the one after that? with the sole idea it's useful for me/one of my chars (crafting it again isn't really an option, since it's more expensive in the long run to do so. and we already have this thrad because some don't want to grab lower level materials again and rather store them)?
    Edited by Krym on 10 April 2014 13:35
  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
    ✭✭✭

    The difference is that crafting items are a subset of the total that are useful to our characters, both higher levels and lower level alts, that should be lowering the number of individual items we need to store. Most of the crafts accomplish this to a reasonable degree, but there as least one glaring exception.

    so is every equipment item I pick up.

    if I find items half my level and I have another char at that level, am I supposed to be able to store that without problems? and the next higher equipment? and the one after that? with the sole idea it's useful for me/one of my chars

    My point was that crafting allows you to avoid using that much space storing specific items. It might not be as cost-efficient, but keeping materials lets you craft what you need, when you need it, and is more space-efficient. The only weapons/armor I bother saving are higher quality or unique/set items. Anything else I can deconstruct or sell, and craft later if an item is needed.

    We certainly don't have the space to store every single weapon/armor that we might need at some point later. But we do have the space to gather, deconstruct, and store materials for crafting later, at least for some of the crafts. To me, the problem is that other crafts, like provisioning, make doing this impossible.

    You might as well pick up and keep every food/drink item you come across in the game instead of saving provisioning ingredients. That craft seems to have just as many ingredients as it does finished products. It defeats the purpose/advantage of having crafting. If we can't store ingredients and craft when we need the food/drink, what is the purpose of the provisioning? Just fill all of the sacks, barrels, and crates with the finished food/drink, and cut out the ingredient muling mini-game. (not a serious suggestion; we actually need some storage changes so we can viably keep these ingredients like we can with other crafts)
  • Brennan
    Brennan
    ✭✭✭

    The difference is that crafting items are a subset of the total that are useful to our characters, both higher levels and lower level alts, that should be lowering the number of individual items we need to store. Most of the crafts accomplish this to a reasonable degree, but there as least one glaring exception.

    so is every equipment item I pick up.

    if I find items half my level and I have another char at that level, am I supposed to be able to store that without problems? and the next higher equipment? and the one after that? with the sole idea it's useful for me/one of my chars

    My point was that crafting allows you to avoid using that much space storing specific items. It might not be as cost-efficient, but keeping materials lets you craft what you need, when you need it, and is more space-efficient. The only weapons/armor I bother saving are higher quality or unique/set items. Anything else I can deconstruct or sell, and craft later if an item is needed.

    We certainly don't have the space to store every single weapon/armor that we might need at some point later. But we do have the space to gather, deconstruct, and store materials for crafting later, at least for some of the crafts. To me, the problem is that other crafts, like provisioning, make doing this impossible.

    You might as well pick up and keep every food/drink item you come across in the game instead of saving provisioning ingredients. That craft seems to have just as many ingredients as it does finished products. It defeats the purpose/advantage of having crafting. If we can't store ingredients and craft when we need the food/drink, what is the purpose of the provisioning? Just fill all of the sacks, barrels, and crates with the finished food/drink, and cut out the ingredient muling mini-game. (not a serious suggestion; we actually need some storage changes so we can viably keep these ingredients like we can with other crafts)

    At any given time you need to keep 2 provisioning items in your inventory/bank; the two ingredients to make your dish of choice. You can only have one food or one drink active at a time Everything else is just taking up space. If you are holding on to lower level ingredients I would ask why your are hanging on to them. If nothing else, make up all that food and drink and put it in a guild store or vendor it to an NPC. As far as the higher level ingredients go, keep them in the bank sure - but only the two items you need for your next tier. Everything else you should be crafting immediately and vendoring or putting in the guild store.

    tl;dr - Stop hoarding all the niblets of food like funny little squirrels.

  • JTWolph_ESO
    There have been a few people to throw out amounts of crafting items that have been wrong. Here is a list of all items for ya.

    ALCHEMY
    REAGENTS = 18:
    Blessed Thistle
    Blue Entoloma
    Bugloss
    Columbine
    Corn Flower
    Dragonthorn
    Emetic Russula
    Imp Stool
    Lady’s Smock
    Luminous Russula
    Mountain Flower
    Namira’s Rot
    Nirnroot
    Stinkhorn
    Violet Coprinus
    Water Hyacinth
    White Cap
    Wormwood

    SOLVENTS = 7:
    Natural Water
    Clear Water
    Pristine Water
    Cleansed Water
    Filtered Water
    Purified Water
    Cloud Mist


    BLACKSMITHING
    ORE = 9:
    Iron Ore
    High Iron Ore
    Orichalc Ore
    Dwarven Ore
    Ebony Ore
    Calcinium Ore
    Galatite Ore
    Quicksilver Ore
    Voidstone Ore

    Ingots = 9:
    Iron Ingot
    Steel Ingot
    Orichalc Ingot
    Dwarven Ingot
    Ebony Ingot
    Calcinium Ingot
    Galatite Ingot
    Quicksilver Ingot
    Voidstone Ingot


    CLOTHING
    RAW = 18:
    Raw Jute
    Rawhide Scraps
    Raw Flax
    Hide Scraps
    Raw Cotton
    Leather Scraps
    Raw Spidersilk
    Thick Leather Scraps
    Raw Eponthread
    Fell Hide Scraps
    Raw Kreshweed
    Topgrain Hide Scraps
    Raw Ironweed
    Iron Hide Scraps
    Raw Silverweed
    Superb Hide Scraps
    Raw Void Bloom
    Shadowhide Scraps

    PROCESSED = 18:
    Jute
    Rawhide
    Flax
    Hide
    Cotton
    Leather
    Spidersilk
    Thick Leather
    Ebonthread
    Fell Hide
    Kresh Fiber
    Topgrain Hide
    Ironthread
    Iron Hide
    Silverweave
    Superb Hide
    Void Cloth
    Shadowhide

    TANNERS = 4:
    Hemming
    Embroidery
    Elegant Lining
    Dreugh Wax


    ENCHANTING
    ASPECT RUNES = 5:
    Ta
    Jejota
    Denata
    Rekuta
    Kuta

    ADDITIVE POTENCY RUNES = 14:
    Jora
    Porade
    Jera
    Jejora
    Odra
    Pojora
    Edora
    Jaera
    Pora
    Denara
    Rera
    Derado
    Recura
    Cura

    SUBTRACTIVE POTENCY RUNES = 14:
    Jode
    Notade
    Ode
    Tade
    Jayde
    Edode
    Pojode
    Rekude
    Hade
    Idode
    Pode
    Kedeko
    Rede
    Kude


    ESSENCE RUNES = 19:
    Dakeipa
    Deni
    Denima
    Deteri
    Haoko
    Jaedi
    Kaderi
    Kuoko
    Lire
    Makderi
    Makko
    Makkoma
    Meip
    Oko
    Okoma
    Okori
    Oru
    Rakeipa
    Taderi

    WOODWORKING
    ROUGH = 9:
    Rough Maple
    Rough Oak
    Rough Beech
    Rough Hickory
    Rough Yew
    Rough Birch
    Rough Ash
    Rough Mahogany
    Rough Nightwood

    SANDED = 9:
    Sanded Maple
    Sanded Oak
    Sanded Beech
    Sanded Hickory
    Sanded Yew
    Sanded Birch
    Sanded Ash
    Sanded Mahogany
    Sanded Nightwood

    RESINS = 4:
    Pitch
    Turpen
    Mastic
    Rosin

    MULTI-PROFESSION ITEMS
    ARMOR TRAIT GEMS = 8:
    Sapphire
    Garmet
    Diamond
    Bloodstone
    Sardonyx
    Quartz
    Emerald
    Almandine

    WEAPON TRAIT GEMS = 8:
    Amethyst
    Turquoise
    Jade
    Chysolite
    Ruby
    Fire Opal
    Carnelian
    Citrine

    RACIAL MOTIF ORES = 14:
    Adamantite
    Malachite
    Flint
    Copper
    Bone
    Molybdenum
    Daedra Heart
    Obsidian
    Moonstone
    Nickel
    Corundum
    Manganese
    Argentum
    Starmetal

    PROVISIONING...
    No way am I listing all this.
    Here is a link to it all if you want to count it. I got counted 203 items.
    http://elderscrollsonline.wiki.fextralife.com/Provisioning+Materials




    So, to sum up
    Alchemy =25
    Blacksmithing =22
    Clothing = 40
    Enchanting = 52
    Woodworking = 22
    Armor/Weapon Trait Gems = 16
    Racial Motif Ores = 14
    Provisioning Items = 203

    That is 191 even if you ignore PROVISIONING!

    All told, crafting items = 394 or 4 almost times the size of the current bank cap!

    (Jeez! I hope I didn't forget anything!)
  • Brennan
    Brennan
    ✭✭✭
    *snip*
    (Jeez! I hope I didn't forget anything!)

    You forgot fishing bait. :p

  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
    ✭✭✭
    Brennan wrote: »

    The difference is that crafting items are a subset of the total that are useful to our characters, both higher levels and lower level alts, that should be lowering the number of individual items we need to store. Most of the crafts accomplish this to a reasonable degree, but there as least one glaring exception.

    so is every equipment item I pick up.

    if I find items half my level and I have another char at that level, am I supposed to be able to store that without problems? and the next higher equipment? and the one after that? with the sole idea it's useful for me/one of my chars

    My point was that crafting allows you to avoid using that much space storing specific items. It might not be as cost-efficient, but keeping materials lets you craft what you need, when you need it, and is more space-efficient. The only weapons/armor I bother saving are higher quality or unique/set items. Anything else I can deconstruct or sell, and craft later if an item is needed.

    We certainly don't have the space to store every single weapon/armor that we might need at some point later. But we do have the space to gather, deconstruct, and store materials for crafting later, at least for some of the crafts. To me, the problem is that other crafts, like provisioning, make doing this impossible.

    You might as well pick up and keep every food/drink item you come across in the game instead of saving provisioning ingredients. That craft seems to have just as many ingredients as it does finished products. It defeats the purpose/advantage of having crafting. If we can't store ingredients and craft when we need the food/drink, what is the purpose of the provisioning? Just fill all of the sacks, barrels, and crates with the finished food/drink, and cut out the ingredient muling mini-game. (not a serious suggestion; we actually need some storage changes so we can viably keep these ingredients like we can with other crafts)

    At any given time you need to keep 2 provisioning items in your inventory/bank; the two ingredients to make your dish of choice. You can only have one food or one drink active at a time Everything else is just taking up space. If you are holding on to lower level ingredients I would ask why your are hanging on to them. If nothing else, make up all that food and drink and put it in a guild store or vendor it to an NPC. As far as the higher level ingredients go, keep them in the bank sure - but only the two items you need for your next tier. Everything else you should be crafting immediately and vendoring or putting in the guild store.

    tl;dr - Stop hoarding all the niblets of food like funny little squirrels.
    I don't think I will ever be at a point where all I need/want is a single food. I'm not always using the same food. The type of buff I want depends on what I'm doing. I also play more than one character.

    And, as with any other craft, the purpose of holding lower level ingredients is for use with lower level characters. But unlike the other crafts, provisioning is not more space-efficient for storing ingredients compared to finished products.

    This problem is highlighted even more when you don't have equal amounts of the required ingredients. You are left with ingredients that you will need later, but can't use at the moment because you lack the other half of the recipe.
  • Brennan
    Brennan
    ✭✭✭
    *snip*
    And, as with any other craft, the purpose of holding lower level ingredients is for use with lower level characters. But unlike the other crafts, provisioning is not more space-efficient for storing ingredients compared to finished products.*snip*

    Your lower level characters are going to have access to the same barrels, crates, sacks, vases, urns, cabinets, dressers, desks, trunks, etc. that you had when you collected all that crap the first go around.

    You can cite any number of reason to hoard crap all day. Your inefficiency in managing your own inventory does not necessitate a change in the nature of storage in the game.

    At this point, your choices are to adapt to the existing nature of the game OR you can spend time on the forum demanding that the developers fix it for you.
  • Kraven
    Kraven
    ✭✭✭✭✭
    So, to sum up
    Alchemy =25
    Blacksmithing =22
    Clothing = 40
    Enchanting = 52
    Woodworking = 22
    Armor/Weapon Trait Gems = 16
    Racial Motif Ores = 14
    Provisioning Items = 203

    That is 191 even if you ignore PROVISIONING!

    All told, crafting items = 394 or 4 almost times the size of the current bank cap!

    (Jeez! I hope I didn't forget anything!)

    Only thing that I suggest is that Vanity pets, Trophies and Treasure maps go into their own separate tab that does not take up inventory space.


    Okay so the bank expands to 110 each characters expands to just under 200. The craft with the absolute most mats is Provisioning but you do NOT NEED to carry every single provisioning mat around with you. If your complaint is crafting Alts then there is no issue, 394 crafting mats in the game divided amongst 6 different crafts.

    Let your characters that craft hold their own crafting mats with SOME bleed over into the bank. Don't expect to have 400 slots in the bank because then you will be back complaining that the bank holds crafting mats but not the gear to break down for crafting. Adjust yourself to the system don't expect the system to adjust to you.

    If you think you are going to master every single craft on one character good luck, you can do it but you're looking at over 100 skill points. People are complaining at level 10 that their space is limited? So?

    I championed needing more space during PTS, with the increase in space there is no longer a "Need" for more. Unlimited inventory space? GTFO. Weight system? STFU, the weight system is a terrible idea and always sucked. (Although it was a fun challenge as a monk in the early days of EQ) Crafted bag upgrades? Seriously? You'd give one single craft an item that would be necessary for everyone? Then what you set the cap at 500? Oh wait! That's not enough for every single crafting material, crafted item, items to break down and traits to research! Oh, please don't add any more weapons, armors or crafts into the game my bank is over filled already!
    V14 - IMPERIAL NIGHTBLADE - DPS/TANK
    V13 - BRETON SORCERER - HEALS/DPS
    V2 - REDGUARD DRAGONKNIGHT - MELEE DPS
    V1 - BRETON TEMPLAR - TANK/DPS

    to be continued... Nevermind, no longer "to be continued"
  • Brennan
    Brennan
    ✭✭✭
    Kraven wrote: »
    So, to sum up
    Alchemy =25
    Blacksmithing =22
    Clothing = 40
    Enchanting = 52
    Woodworking = 22
    Armor/Weapon Trait Gems = 16
    Racial Motif Ores = 14
    Provisioning Items = 203

    That is 191 even if you ignore PROVISIONING!

    All told, crafting items = 394 or 4 almost times the size of the current bank cap!

    (Jeez! I hope I didn't forget anything!)

    Only thing that I suggest is that Vanity pets, Trophies and Treasure maps go into their own separate tab that does not take up inventory space.


    Okay so the bank expands to 110 each characters expands to just under 200. The craft with the absolute most mats is Provisioning but you do NOT NEED to carry every single provisioning mat around with you. If your complaint is crafting Alts then there is no issue, 394 crafting mats in the game divided amongst 6 different crafts.

    Let your characters that craft hold their own crafting mats with SOME bleed over into the bank. Don't expect to have 400 slots in the bank because then you will be back complaining that the bank holds crafting mats but not the gear to break down for crafting. Adjust yourself to the system don't expect the system to adjust to you.

    If you think you are going to master every single craft on one character good luck, you can do it but you're looking at over 100 skill points. People are complaining at level 10 that their space is limited? So?

    I championed needing more space during PTS, with the increase in space there is no longer a "Need" for more. Unlimited inventory space? GTFO. Weight system? STFU, the weight system is a terrible idea and always sucked. (Although it was a fun challenge as a monk in the early days of EQ) Crafted bag upgrades? Seriously? You'd give one single craft an item that would be necessary for everyone? Then what you set the cap at 500? Oh wait! That's not enough for every single crafting material, crafted item, items to break down and traits to research! Oh, please don't add any more weapons, armors or crafts into the game my bank is over filled already!

    I can't give both Insightful and Awesome, so Awesome it is.

  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
    ✭✭✭
    Brennan wrote: »
    *snip*
    And, as with any other craft, the purpose of holding lower level ingredients is for use with lower level characters. But unlike the other crafts, provisioning is not more space-efficient for storing ingredients compared to finished products.*snip*

    Your lower level characters are going to have access to the same barrels, crates, sacks, vases, urns, cabinets, dressers, desks, trunks, etc. that you had when you collected all that crap the first go around.

    You can cite any number of reason to hoard crap all day. Your inefficiency in managing your own inventory does not necessitate a change in the nature of storage in the game.

    At this point, your choices are to adapt to the existing nature of the game OR you can spend time on the forum demanding that the developers fix it for you.

    The root of the problem is that provisioning requires more space, muling, and inventory micromanagement than any other craft. The fact that none of the other crafts are creating such a major space management issue says a lot. If I can easily hold onto materials for alchemy, blacksmith, clothing, and woodworking, shouldn't I be able to do the same with provisioning?

    I can keep a level 1-15 character in armor/weapons by using only 2-4 extra spaces. Within that same level range, provisioning has at least 15 different ingredients. The sheer number of unique ingredients, and lack of distinction between tiers, makes managing provisioning even more of a hassle. No other craft requires a unique set materials every few levels.

    Provisioning is the worst offender for storage space, and this particular storage issue is unique to provisioning. When compared to the other crafts, provisioning simply does not fit in with the nature of the game. It has a nature of its own. It is the black sheep of the crafting trades.

    I think alchemy is the perfect comparison to make with provisioning. It has 18 ingredients that are shared amount all levels. Why is one consumable-producing craft so easy on space management, while the other has outrageous requirements? Wouldn't it make more sense for provisioning to have many ingredients common across all tiers, and use a smaller set of ingredients to determine the level of items produced (as the various waters do in alchemy)?
  • knightblaster
    knightblaster
    ✭✭✭

    And then we have provisioning, which for whatever reason, has some ingredients that seem to only be used for a couple recipes. Right now, I know 25 recipes for the cook side of provisioning. There are a total of 24 different ingredients needed to produce those 25 foods.

    In comparison, the first tier of clothing can take up 30 slots (2 raw/2 refined materials, 14 styles, 8 traits, 4 tannins). Just taking into the consideration the different styles and traits (and counting a full set as 1 item), that tier of clothing can produce 112 different armor sets. Count each piece of the set, and that goes up to 1568. With the 4 qualities of gear tannins allow, that increases to 6272. If I were to consider the different item level requirements as making that a unique item, we're up to 43,904 different items that can be produced with 30 slots worth of materials.

    I realize that I likely don't know all of the possible recipes, but I find it hard to believe that those 24 slots of provisioning items will ever come close to producing what even the most conservative comparison of clothing can produce. I would need to find another 88 recipes that use those 24 ingredients to match that number.

    I think that the reason may be that provisioning is easiest to level up, and therefore there is a storage "penalty" associated with it. In other words, you can level it up quickly, but it will take a LOT of your space and hinder you from leveling other things accordingly.

  • Brennan
    Brennan
    ✭✭✭
    Brennan wrote: »
    *snip*
    And, as with any other craft, the purpose of holding lower level ingredients is for use with lower level characters. But unlike the other crafts, provisioning is not more space-efficient for storing ingredients compared to finished products.*snip*

    Your lower level characters are going to have access to the same barrels, crates, sacks, vases, urns, cabinets, dressers, desks, trunks, etc. that you had when you collected all that crap the first go around.

    You can cite any number of reason to hoard crap all day. Your inefficiency in managing your own inventory does not necessitate a change in the nature of storage in the game.

    At this point, your choices are to adapt to the existing nature of the game OR you can spend time on the forum demanding that the developers fix it for you.

    The root of the problem is that provisioning requires more space, muling, and inventory micromanagement than any other craft. The fact that none of the other crafts are creating such a major space management issue says a lot. If I can easily hold onto materials for alchemy, blacksmith, clothing, and woodworking, shouldn't I be able to do the same with provisioning?

    I can keep a level 1-15 character in armor/weapons by using only 2-4 extra spaces. Within that same level range, provisioning has at least 15 different ingredients. The sheer number of unique ingredients, and lack of distinction between tiers, makes managing provisioning even more of a hassle. No other craft requires a unique set materials every few levels.

    Provisioning is the worst offender for storage space, and this particular storage issue is unique to provisioning. When compared to the other crafts, provisioning simply does not fit in with the nature of the game. It has a nature of its own. It is the black sheep of the crafting trades.

    I think alchemy is the perfect comparison to make with provisioning. It has 18 ingredients that are shared amount all levels. Why is one consumable-producing craft so easy on space management, while the other has outrageous requirements? Wouldn't it make more sense for provisioning to have many ingredients common across all tiers, and use a smaller set of ingredients to determine the level of items produced (as the various waters do in alchemy)?

    For every tier of provisioning you need 8 items - 2 Main Ingredients (1 each for food and drink) and 6 bases (3 each for food and drink). If you have more than that in your bank, that is your fault and not a fault in design.

    Even if they increased the size of the bank and bags to 100 each, you would want more because you can't manage your inventory and not because of a design flaw.

  • Phranq
    Phranq
    ✭✭✭
    Yeah... I agree that there is no problem IF you ignore Provisioning. The best solution for me and I know it will never happen, is to add a separate bank tab that only holds provisioning mats. Lol
  • Laerian
    Laerian
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    Laerian wrote: »
    ESO has 61 million items, anyone expect to store them too "in case you need them?" ;)
    The total number of items has nothing to do with the inventory design. Try harder.

    the total number of crafting ingredients has nothing to do with the inventory design. try harder.

    what's the difference?

    There are several factors that should take into account: hardware cost (database, server stress) the average number of elements obtained by the players in some playing time, how it works in practice, etc. I'm sure you can figure it more.

    The hardware cost is something that companies won't give up easily. For example 3-4 years ago the LoTRO players were told by the devs that it was not possible to add more inventory space. Guess what, since that, the shared bank and shared wardrobe have nearly doubled the space. A new shared container was added to the houses doubling or tripling the space (depending the house). Of course, inventory upgrades sell very well in the cash shop, that's the reason for the change of mind.

    The averanges are not only the mean. I'm not a statistic professional but I can tell you that is not like we can just calculate a mean. If, lets say the 80% of the people who get more items than the mean then we still have a problem.

    There are more factors like the potential effect in the economy, I'm not going to try to explain because I'm already reaching a language barrier and I already lost +1 hour of playing time micro managing the inventory between my 7 1/2 characters.

    @mr_stealth_b14_ESO explained how these subsets are working in the practice and @JTWolph_ESO detailed the quantity of each crafting subset.

    I'm sure there are capable people who thought and calculated the inventory, but things don't work always fine as in the paper. As a player with some experience, I knew the very first hour that the inventory would be a problem for many people (including me).
  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
    ✭✭✭
    Brennan wrote: »
    Brennan wrote: »
    *snip*
    And, as with any other craft, the purpose of holding lower level ingredients is for use with lower level characters. But unlike the other crafts, provisioning is not more space-efficient for storing ingredients compared to finished products.*snip*

    Your lower level characters are going to have access to the same barrels, crates, sacks, vases, urns, cabinets, dressers, desks, trunks, etc. that you had when you collected all that crap the first go around.

    You can cite any number of reason to hoard crap all day. Your inefficiency in managing your own inventory does not necessitate a change in the nature of storage in the game.

    At this point, your choices are to adapt to the existing nature of the game OR you can spend time on the forum demanding that the developers fix it for you.

    The root of the problem is that provisioning requires more space, muling, and inventory micromanagement than any other craft. The fact that none of the other crafts are creating such a major space management issue says a lot. If I can easily hold onto materials for alchemy, blacksmith, clothing, and woodworking, shouldn't I be able to do the same with provisioning?

    I can keep a level 1-15 character in armor/weapons by using only 2-4 extra spaces. Within that same level range, provisioning has at least 15 different ingredients. The sheer number of unique ingredients, and lack of distinction between tiers, makes managing provisioning even more of a hassle. No other craft requires a unique set materials every few levels.

    Provisioning is the worst offender for storage space, and this particular storage issue is unique to provisioning. When compared to the other crafts, provisioning simply does not fit in with the nature of the game. It has a nature of its own. It is the black sheep of the crafting trades.

    I think alchemy is the perfect comparison to make with provisioning. It has 18 ingredients that are shared amount all levels. Why is one consumable-producing craft so easy on space management, while the other has outrageous requirements? Wouldn't it make more sense for provisioning to have many ingredients common across all tiers, and use a smaller set of ingredients to determine the level of items produced (as the various waters do in alchemy)?

    For every tier of provisioning you need 8 items - 2 Main Ingredients (1 each for food and drink) and 6 bases (3 each for food and drink). If you have more than that in your bank, that is your fault and not a fault in design.

    Even if they increased the size of the bank and bags to 100 each, you would want more because you can't manage your inventory and not because of a design flaw.

    Actually, for the food/drinks I was using for levels 1-15, I needed 11 spaces. And that is with at least one recipe missing. I currently have 2 characters in that level range, which now include the need for stamina food/drink, bringing that up to 14 (again, missing recipes so that number could be higher). And then there is my sorcerer that has leveled beyond that tier of provisioning.

    And there is no need to try to make assumptions about what I want, or what I would be satisfied with. The fact is that I am managing my inventory, despite the fact that provisioning makes that significantly more difficult than several other crafts combined. Looking at some of the numbers posted above, it appears that provisioning does, in fact, have more ingredients than every other craft combined.

    I've actually stopped using and gathering the food ingredients, and am focusing on only the drinks. I do still have use for the food, and would like to be able to continue using it, but there is simply not enough space to do so without increasing the need for, and frequency of, inventory juggling.
    Edited by mr_stealth_b14_ESO on 10 April 2014 23:36
  • Phranq
    Phranq
    ✭✭✭
    What you don't seem to understand is that Yes for the LOW LEVEL recipes there are only a dozen ingredients that you neeed to save.. but after level ten or so it turns into chaos... you get agarlic here an onion there 4 different types of grapes.. different hops fruits etc. And nothing matches recipes.. you have to save it or destroy it.
  • Sakiri
    Sakiri
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    ✭✭
    Wait, people hold on to the common racr style rocks? Theyre 15g on a vendor.... I can see daedra hearts and argentium, but obsidian and the like? Hell no. Destroyed.
  • lypheb16_ESO
    I'd love to see more bank space ... BUT ... I'd also be cool if there was a dev'chat explaining the philosophy for limited bank space, if there is one. If the design is not to really save mats for more than 1-2 profs or whatever.
  • knightblaster
    knightblaster
    ✭✭✭
    I'd love to see more bank space ... BUT ... I'd also be cool if there was a dev'chat explaining the philosophy for limited bank space, if there is one. If the design is not to really save mats for more than 1-2 profs or whatever.

    It came up in the beta, apparently. The philosophy is that the storage limits are a "soft cap" on the number of professions you can feasibly do on one character. A hard cap, like many/most other games have, is un-TES, so they have a soft cap which basically makes it unfeasible for the most part to do more than 2-3 on one character. The skills system is another way that goal is achieved, but the storage system is the more direct way.
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