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Not enough bag space even with upgrades

  • Mailmann
    Mailmann
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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.
    I agree with you completely. However, it doesn't just apply to crafting materials. This problem also applies to rare items/keepsakes as well. There is just no way to play multiple characters in ESO with all of them sharing so little storage space. I definitely support the idea of giving each character their own personal bank tab in addition to the shared bank tab.

  • knightblaster
    knightblaster
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    Mailmann wrote: »
    I agree with you completely. However, it doesn't just apply to crafting materials. This problem also applies to rare items/keepsakes as well. There is just no way to play multiple characters in ESO with all of them sharing so little storage space. I definitely support the idea of giving each character their own personal bank tab in addition to the shared bank tab.

    I agree, but I think that the design idea is that you play one at a time. Perhaps this was because it was based on TES where many people played one at a time, before starting another playthrough. The trouble is that people play MMOs very differently from SP games, and many people like to level more than one character at once -- the design here frustrates that playstyle in lots of ways. It's been done to create a soft cap on crafting, but it has the effect of basically frustrating a playstyle that is common to many players. Just not a well-considered design decision, in my opinion.

  • nudel
    nudel
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    The food buffs really are about equally minor. The amount of HP or magicka given is equal to 1-3 hits taken, or 1-2 spells cast.

    Nope. Big difference here is that since the food buffs affect your Total Magicka or Total Stamina, they thereby increase the effectiveness of skills that use that resource. Don't believe me? Look at the bolded numbers in some of your skills. Now drink a buff and watch the numbers change. This causes your spells or feats to do more damage, which is not negligible at all.
  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
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    nudel wrote: »

    The food buffs really are about equally minor. The amount of HP or magicka given is equal to 1-3 hits taken, or 1-2 spells cast.

    Nope. Big difference here is that since the food buffs affect your Total Magicka or Total Stamina, they thereby increase the effectiveness of skills that use that resource. Don't believe me? Look at the bolded numbers in some of your skills. Now drink a buff and watch the numbers change. This causes your spells or feats to do more damage, which is not negligible at all.

    I know that your max magicka/stamina effect skill effectiveness. It's about a 4-5% increase at the base magicka I have. The 1-2 extra skills afforded by the higher magicka probably gets me more damage than that 4-5%, at least in a fight where you use enough spells to deplete the resource. Even without considering the damage increase, those foods would be still better for short duration/damage spike fights.

    For more drawn out fights, there is room for debate over which type of magickia/stamina buff would be more effective for longer term damage output. But this is not the thread to have that discussion in.

    I use the HP buffs when solo'ing anyway, which is the majority of my playtime. With my base magicka/regen from stats/passives, either food type pushes them to being overcharged.
    Edited by mr_stealth_b14_ESO on 12 April 2014 21:47
  • BloodLustedPeon
    God forbid if you have to manage your inventory.
  • Brennan
    Brennan
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    Woozy wrote: »
    It simply hinders Gameplay if i have to stop playing every hour (!) to mule that stuff from one toon to another, what takes another 30min, cause there're slowly running out of space too.

    I really like to hear something new from Devs about this topic.

    It's clearly a design mistake, so take it on plz!

    It's not a design mistake. Not do I believe you are qualified to speak on the subject of what was or was not intended by those that coded the application. It is working precisely as it should. You are simply not managing your inventory within the current limitations. Some of us are, therefore if you are not - the problem is not the design. The problem is you.

  • Brennan
    Brennan
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    Any new mmo out there could do well to take a page from GW2s book as far as inventory management goes.

    Desposit all button for collectables and each type of collectable has it's own storage. There's 0 reason why this couldn't be in the game.

    It is in the game - just not this one. If you want to talk about GW2 that functionality already exists there so go play that instead. Simple.

  • Taurus498
    Taurus498
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    Well, I ended up unsubscribing from this game and came close to rage quitting it altogether. Mainly because the lack of Bank Space was driving me nuts, as it just wasn't fun to tediously micro-managing the inventories of my 8 characters. :|

    But.... I had a good read of the posts here on this forum & watched some vids on Youtube, on ways other people were managing their Bank & Bag space. And I tried to figure out a way I could manage my inventories with the most efficiency, whilst doing every craft between all of my alts. And because there are 281 Crafting Materials and a Bank Cap of 200 (apparently?), I thought that I would have to give up on the Provisioning and Enchanting crafts altogether for all my current and future characters.

    But you don’t need to give up on those Crafts. I came across a really good vid about Power Leveling Provisioning, and I highly recommend that everybody watches it - https://www.youtube.com/watch?v=R0xxJrjH4Qk (this guy has a ton of really useful ESO vids)

    As you can see in this vid, you can basically just totally ignore provisioning ingredients altogether, which alone will ultimately free up 93 space from your Bank. And all you have to do to level up your Provisioning super fast or stock up on the Provisions that you need, is to every few days get your Provisioning character/s to run around a town or two, collecting Provision Ingredients and then craft all of your top recipes. This levels up your Provisioning super fast, as you could see in the vid. And you then sell off most of the provisions you just created to make a nice profit for your 20-30 mins work.

    So I now just totally ignore Provisioning Ingredients while I’m out adventuring and destroy them and also any “Sell to Merchant” item whenever I pick them up. You can also get all the basic Provisions you need from just looting Bottles and Food lying around everywhere anyway.

    And then another good way to create more space in your Bank is to store your Raw Materials only on your characters, which ultimately frees up another 35 Bank space. And once each character has out leveled their particular Raw Material, they can then just go ahead and get rid of it.

    So that’s 281 Crafting Materials minus the 128 Provisioning Ingredients and Raw Materials, which leaves you ultimately needing around 153 Bank Space for Crafting Materials.

    And then the next thing is to ONLY store Crafting Materials in your Bank and nothing else. If you really need to store anything extra, then you need to use an alt for this. I’m using one of my alts to carry my CE maps, Trophies and good equipment (Blue, Purple & Yellow) that I really want to keep. But at least you won’t need to access this alt very often, because all your Materials for crafting are in your shared Bank.

    I currently have all 8 of my characters around level 10, and a Bank limit of 80. And by using the above formula I currently have 75 Crafting Materials in my Bank, which leaves me with 5 free space to easily transfer items to my Mule Alt & for the future Crafting mats I come across. I will still be spending most of my gold leveling up my Bank Space whenever possible, but at least I can far more easily manage my Inventories.

    And now that my characters are not collecting those damn Provisioning Ingredients anymore, they are able to stay out questing for at least 3-4 times longer than before, which is absolutely fantastic! The game is now fun for me again! And I have just resubscribed for another 6 months. :D

    So if you are one of the many people that are getting really frustrated with the lack of Bank Space, I recommend that you give the above formula a go and see if it works for you.
    Edited by Taurus498 on 13 April 2014 04:48
  • rwood0604_ESO
    rwood0604_ESO
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    I honestly think this guy is just crafting for all crafts cause otherwise theres no way just mats alone are taking up that much space i had for the longest time no up grades on my lvl 11 who is a BS Clothier and WW and with all those mats in bank and bag i still had play room
  • Brennan
    Brennan
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    Taurus498 wrote: »
    *All that stuff up there*

    Glad you're sticking it out. Good on you!

    Edited by Brennan on 13 April 2014 04:50
  • glasswalkers_04_ESO
    EverQuest 2 handles the crafting /banking the best of the many many games i've played online or off. There are 8 shared bank slots and 8 personal bank slot per toon. The slot themselves hold containers so each slot can be up to 48 actual spaces. There are also specialized containers with MORE slot for crafting i.e. containers with 88 slots that only hold spell scrolls, armor, etc.

    Half of my game enjoyment comes from the crafting system. It can make or break a game for me. ESO is coming real close to breaking it. Excessively time consuming, slow leveling, large amounts of mats per combine, having to hit the combine button EVERYTIME with FAR too many ingredients to bank space ratio.

    And don't even get me started on the researching on Blacksmiths. That skill needs to be split in 2 because as it is now they get punished big time.

    In its current incarnation crafting feels like a chore not the "hey I've got an hour before bed lets do something" leisure type of activity.

    Thats actually my biggest gripe. It feels like if you want to craft and adventure level crafters are getting intenationally punished.
  • Brennan
    Brennan
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    EverQuest 2 handles the crafting /banking the best of the many many games i've played online or off. There are 8 shared bank slots and 8 personal bank slot per toon. The slot themselves hold containers so each slot can be up to 48 actual spaces. There are also specialized containers with MORE slot for crafting i.e. containers with 88 slots that only hold spell scrolls, armor, etc.

    Half of my game enjoyment comes from the crafting system. It can make or break a game for me. ESO is coming real close to breaking it. Excessively time consuming, slow leveling, large amounts of mats per combine, having to hit the combine button EVERYTIME with FAR too many ingredients to bank space ratio.

    And don't even get me started on the researching on Blacksmiths. That skill needs to be split in 2 because as it is now they get punished big time.

    In its current incarnation crafting feels like a chore not the "hey I've got an hour before bed lets do something" leisure type of activity.

    Thats actually my biggest gripe. It feels like if you want to craft and adventure level crafters are getting intenationally punished.

    Yep. Just looked at the launcher again and it does not say that I am playing EverQuest 2. It says I am playing Elder Scrolls Online. I thought maybe I was confused. I'm not.

  • glasswalkers_04_ESO
    Brennan wrote: »
    Yep. Just looked at the launcher again and it does not say that I am playing EverQuest 2. It says I am playing Elder Scrolls Online. I thought maybe I was confused. I'm not.

    Or you could, you know, actually read what was said as a example of an inventory system that works instead of being a jerk for jerks sake.
  • Vairkjosab14_ESO
    And why can't we get rid of the useless monkey and scuttler and maps that take up valuable space? When does the map actually go away. Lets face it, the inventory thing is way over worked and "Super Micro Managed" to a very annoying fault.
  • Brennan
    Brennan
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    Brennan wrote: »
    Yep. Just looked at the launcher again and it does not say that I am playing EverQuest 2. It says I am playing Elder Scrolls Online. I thought maybe I was confused. I'm not.

    Or you could, you know, actually read what was said as a example of an inventory system that works instead of being a jerk for jerks sake.

    The problem is not the limitation of the inventory. The problem is people's unwillingness to adapt to the limitation because "MMO X did it this way".

    The same way others are upset about the absence of an auction house because. "MMO X had an auction house".

    This is not MMO X. If you want to play MMO X, go play MMO X.

  • Asawasa
    Asawasa
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    wish i had more space but glad i maxed out provisioning and don't have to store anymore ingredients. all that goes to my guildies now along with spare recipes.
  • DexCharisma
    Brennan wrote: »
    The problem is not the limitation of the inventory. The problem is people's unwillingness to adapt to the limitation because "MMO X did it this way".

    Flatly wrong. When inventory micromanagement becomes such a chore and time sink that it seriously cuts into adventuring/exploration time, it's purely about the MMO you are playing today, NOW. It forces you to deal with the problem in the present. You only make the comparison to MMO X afterwards.

    Because the inventory micromanagement time you spend (if you are serious about even 2 crafts) simply can not be ignored in this game.

    I've adopted numerous strategies to lessen my inventory grind, such as the helpful tips above, but all that time wasted muling/shuffling/prioritizing can only be reduced so much. Sure, inventory management should cut into regular game time. The problem is that it cuts too deep.

    Reasonable players aren't asking for unlimited inventory. They're simply asking for a little more wiggle room. It's very frustrating to be dismissed by all the white knights out there with off-hand comments like "entitlement babies" and "this isn't WoW," when many out there are just trying to deal with these really conservative and arbitrary inventory limits and not be outleveled by their non-crafter buddies.
    Edited by DexCharisma on 13 April 2014 05:37
  • zittylolb14_ESO
    The lack of space for storing crafting items is lame just as the leveling up of extraction of traits is way to hard example:

    You can put one point into extraction but have to wait till lvl 12 level of making staffs before you can put the second skill point into the 2 of 3 levels of extraction...I didn't notice any change in the items that one actually can extract and need to make and improve staves.

    Why did I put one point into better extraction when it didn't help at all??? I for sure made the mistake of buying a 6 months sub. It is a great game but it is going to be ruined by the lameness and slowness of lvling up crafting
    items and having to store so much stuff.

    ..and to those who say you can do anything you want...you can not without the space to store items you need...and if they made traits and mats you need to improve items more available you could actually build stuff and sell it instead of having to store all this junk for something you think you can make later?....NOT...
    Edited by zittylolb14_ESO on 13 April 2014 05:42
  • Brennan
    Brennan
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    Brennan wrote: »
    The problem is not the limitation of the inventory. The problem is people's unwillingness to adapt to the limitation because "MMO X did it this way".

    Flatly wrong. When inventory micromanagement becomes such a chore and time sink that it seriously cuts into adventuring/exploration time, it's purely about the MMO you are playing today, NOW. It forces you to deal with the problem in the present. You only make the comparison to MMO X afterwards.

    The inventory is fine for me and I lost my first 2 bank upgrades to a bug that they are working on. It is a problem with the design if everyone is having the problem. You are not qualified to speak on behalf of every player.
    Because the inventory micromanagement time you spend (if you are serious about even 2 crafts) simply can not be ignored in this game.

    You are absolutely correct. It can not be ignored. You should find a better way to manage it. I would suggest sooner rather than later.
    I've adopted numerous strategies to lessen my inventory grind, such as the helpful tips above, but all that time wasted muling/shuffling/prioritizing can only be reduced so much. Sure, inventory management should cut into regular game time. The problem is that it cuts too deep.

    The strategies you're using are not working. I get it. Try something else. If in MMO X your raid keeps wiping on Dungeon_Boss_001, you go back to the drawing board not to the forums to lobby for an easier fight.
    Reasonable players aren't asking for unlimited inventory. They're simply asking for a little more wiggle room. It's very frustrating to be dismissed by all the white knights out there with off-hand comments like "entitlement babies" and "this isn't WoW," when many out there are just trying to deal with these really conservative and arbitrary inventory limits and not be outleveled by their non-crafter buddies.

    The initial size of both the character inventory and the bank were increased from Beta. There is your wiggle room. I'm sorry that you are frustrated by us "white knights" but if you want to be spoon fed everything you are not going to find a lot of sympathy from me. I got smacked by the "there goes your bank upgrades" bug. I have 3 alts acting as mules. I don't keep Provisioning ingredients for food and drink I am not using. I don't keep Solvent Water for Alchemy that I've outleveled. I don't keep stacks of mats in the bank. I craft it and give it to a friend to decon and he does the same for me so that we can level our crafting. Every resource in this game is renewable except your bank slots.
  • Seedyman
    Seedyman
    Brennan wrote: »
    Yep. Just looked at the launcher again and it does not say that I am playing EverQuest 2. It says I am playing Elder Scrolls Online. I thought maybe I was confused. I'm not.

    Or you could, you know, actually read what was said as a example of an inventory system that works instead of being a jerk for jerks sake.

    I always assume people are stupid before I assume they are malicious, it keeps my blood pressure down. :)
  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
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    Brennan wrote: »

    The inventory is fine for me and I lost my first 2 bank upgrades to a bug that they are working on. It is a problem with the design if everyone is having the problem. You are not qualified to speak on behalf of every player.

    You are absolutely correct. It can not be ignored. You should find a better way to manage it. I would suggest sooner rather than later.

    Of course it isn't going to be a problem for everyone, but it does seem to be a problem for quite a few. That is enough to warrant a closer look into the situation, instead of blowing it off as "ok for me, so must be ok for everyone else". Just because it's not a problem for your playstyle, does not make that true for everyone else.
    Brennan wrote: »
    I don't keep Provisioning ingredients for food and drink I am not using. I don't keep Solvent Water for Alchemy that I've outleveled. I don't keep stacks of mats in the bank. I craft it and give it to a friend to decon and he does the same for me so that we can level our crafting. Every resource in this game is renewable except your bank slots.

    I don't keep provisioning ingredients that I'm not using, either. The problem is, I am using ingredients from more than a single tier. I am keeping some lower tier materials because I have alts that are currently leveling and using those materials.

    I get the impression from your comments that you aren't leveling/playing alts, or are doing very little with them. If I had no intentions of playing my alts till I had reached level 50 or veteran ranks, I would probably not be saving materials for them. But that is not the case, I am actively using those materials.

    This playstyle is one that is much more likely to run into these space issues, but it's also a playstyle that many of us share. When game design is creating problems for a popular playstyle, then yes, there is a need for some change.

    I certainly don't think unlimited space is a good idea, or that more space is even the right solution. Honestly, I think cutting down on the insane number of provisioning ingredients, or implementing a system similar to alchemy's waters, would be a more appropriate solution.
  • DexCharisma
    Brennan wrote: »
    You are not qualified to speak on behalf of every player.

    Well spoken. You should take that to heart and save this thread for those who actually do perceive a problem. As for everything else you said, you're simply making my point for me.

    And don't presume to speak about how I manage my inventory, I'm running as clean and lean as possible, and yes, this does include casting off lower level mats that are no longer needed or used. Thanks for the noob tips. Wake me when you have some useful suggestions.
    Edited by DexCharisma on 13 April 2014 07:25
  • Brennan
    Brennan
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    Well spoken. You should take that to heart and save this thread for those who actually do perceive a problem. As for everything else you said, you're simply making my point for me.

    I like the inventory system as is. If you insist on requesting the change, I will continue to defend the game as is.
    And don't presume to speak about how I manage my inventory, I'm running as clean and lean as possible, and yes, this does include casting off lower level mats that are no longer needed or used. Thanks for the noob tips. Wake me when you have some useful suggestions.

    Noob tips? Says the guy complaining that he can't manage his inventory...
  • DexCharisma
    Bully for you, Captain Disingenuous.
  • Brennan
    Brennan
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    Brennan wrote: »

    The inventory is fine for me and I lost my first 2 bank upgrades to a bug that they are working on. It is a problem with the design if everyone is having the problem. You are not qualified to speak on behalf of every player.

    You are absolutely correct. It can not be ignored. You should find a better way to manage it. I would suggest sooner rather than later.

    Of course it isn't going to be a problem for everyone, but it does seem to be a problem for quite a few. That is enough to warrant a closer look into the situation, instead of blowing it off as "ok for me, so must be ok for everyone else". Just because it's not a problem for your playstyle, does not make that true for everyone else.
    Brennan wrote: »
    I don't keep Provisioning ingredients for food and drink I am not using. I don't keep Solvent Water for Alchemy that I've outleveled. I don't keep stacks of mats in the bank. I craft it and give it to a friend to decon and he does the same for me so that we can level our crafting. Every resource in this game is renewable except your bank slots.

    I don't keep provisioning ingredients that I'm not using, either. The problem is, I am using ingredients from more than a single tier. I am keeping some lower tier materials because I have alts that are currently leveling and using those materials.

    I get the impression from your comments that you aren't leveling/playing alts, or are doing very little with them. If I had no intentions of playing my alts till I had reached level 50 or veteran ranks, I would probably not be saving materials for them. But that is not the case, I am actively using those materials.

    This playstyle is one that is much more likely to run into these space issues, but it's also a playstyle that many of us share. When game design is creating problems for a popular playstyle, then yes, there is a need for some change.

    I certainly don't think unlimited space is a good idea, or that more space is even the right solution. Honestly, I think cutting down on the insane number of provisioning ingredients, or implementing a system similar to alchemy's waters, would be a more appropriate solution.

    How many alts do you need?

    Obviously, it's not my place to tell you how many alts you should play but you are causing your own problem. The price of playing a bunch of alts and needing to keep stuff in your inventory for those alts is having a bunch of stuff in your inventory for your alts.

  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
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    Brennan wrote: »
    How many alts do you need?

    Obviously, it's not my place to tell you how many alts you should play but you are causing your own problem. The price of playing a bunch of alts and needing to keep stuff in your inventory for those alts is having a bunch of stuff in your inventory for your alts.

    Well, the game gives us 8 character slots, so I could say 7. But I currently have two that I am playing. Considering this game has 3 alliances, 4 professions, and 9 races, that's a fairly reasonable number.

    I would take a guess that many others play in a similar way. Enough that the playstyle should be seriously considered when designing games systems. I know that most of the friends I play MMOs (or other similar games) with have a similar playstyle.

    It's great that your playstyle isn't (currently, at least) being effected by the large number of crafting materials, but others are having issues because of it. The fact that you are not personally effected by a problem is not proof that it does not exist. If you have any actual concerns to share about why changes to the available space or number of materials should not be made, then please do so. Otherwise, there is no reason to keep speaking out against a change simply because you don't need it.
  • Krym
    Krym
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    Taurus498 wrote: »

    So I now just totally ignore Provisioning Ingredients while I’m out adventuring and destroy them and also any “Sell to Merchant” item whenever I pick them up. You can also get all the basic Provisions you need from just looting Bottles and Food lying around everywhere anyway.

    slightly offtopic, but you miss some amount of gold by not cooking that stuff then sell it to a vendor. ;)
    Of course it isn't going to be a problem for everyone, but it does seem to be a problem for quite a few. That is enough to warrant a closer look into the situation, instead of blowing it off as "ok for me, so must be ok for everyone else". Just because it's not a problem for your playstyle, does not make that true for everyone else.

    there will always be something "quite a few" have a problem with. don't get me wrong, I understand your issue with the inventory, but on the other hand a company has to draw a line somewhere. if everyone gets changed so a few might be happier we end up with a bland mess no ones enjoys, cause there is always someone unhappy. another thing that hasn't been mentioned yet, mounts extend your inventory as well. bank maximum is 200, horse gives you another 50 at least on your inventory, if bank is 200 we can assume inventory goes that far up as well.
    450 slots. so the space seems to be there. but now all of a sudden people don't get it fast enough and start complaining... see where this is going?

    most importantly there was a goal behind it. if the inventory is indeed a softcap, removing that WILL affect other areas of the game which will need rebalancing (aka nerfs) - and no one likes those. yay, you can store everything now! too bad you can't sell it anymore. in the grand scheme of things every buff will have repercussions (that doesn't mean to swallow everything without question, plenty of devs pulled some bs stunt they thought was proper, but it has to be reasonable)

    in the end it's the choice of the player, Taurus498 ignores provisioning and has less hassle with the inventory. pros and cons.

    the question remains: why do you think you're supposed to be able to store everything you pick up from the start?
    Edited by Krym on 13 April 2014 11:31
  • Brennan
    Brennan
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    Brennan wrote: »
    How many alts do you need?

    Obviously, it's not my place to tell you how many alts you should play but you are causing your own problem. The price of playing a bunch of alts and needing to keep stuff in your inventory for those alts is having a bunch of stuff in your inventory for your alts.

    Well, the game gives us 8 character slots, so I could say 7. But I currently have two that I am playing. Considering this game has 3 alliances, 4 professions, and 9 races, that's a fairly reasonable number.

    I would take a guess that many others play in a similar way. Enough that the playstyle should be seriously considered when designing games systems. I know that most of the friends I play MMOs (or other similar games) with have a similar playstyle.

    It's great that your playstyle isn't (currently, at least) being effected by the large number of crafting materials, but others are having issues because of it. The fact that you are not personally effected by a problem is not proof that it does not exist. If you have any actual concerns to share about why changes to the available space or number of materials should not be made, then please do so. Otherwise, there is no reason to keep speaking out against a change simply because you don't need it.

    I have 3 alts myself. Initially, my intent was to have one of each class and a crafting alt. The limitation of the inventory and bank space prevented me from realizing my dream so I adapted. I am affected by a larger number of crafting materials.. Everyone in the game is affected. The difference between us is that I adapted.

    My concern as to why these changes should not be made is really very simple. I would like to see coders working on the known bugs and performance issues rather than easing the pain of my inventory system which, incidentally, I am in personally in control of.

    I recognize that I can't always have everything my way. I can't have it all and the choices I make have consequences. In this case, if I want a character that is going to master all crafts, it's going to require some serious consideration and foresight to manage. And I am managing.

    Additionally, there are also less items available for purchase from the guild stores because rather than selling items that other people may be looking for, people will simply collect stacks of items just in case they need them later. There is no incentive to sell if you have plenty of room for your unused materials.

    The only real reasoning I am seeing for an increase in available inventory is that it's difficult to manage. Not impossible, just difficult. This is difficult because of the choices we've made. Some of us are up to the challenge - motivated by our efforts to overcome these difficulties. Others are posting on forums about needing more bag space because the challenge is too hard for them to overcome.

    How about this? Let's table this discussion until ZOS fixes all the existing quest bugs, instance bugs, and performance issues. Once the stuff that is not working as intended is resolved, then we can come back here and talk about how hard it is to manage our inventories.
  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
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    the question remains: why do you think you're supposed to be able to store everything you pick up?

    I don't think I'm supposed to, nor do I want to, store everything I pick up. I do think that we should be able to store the crafting materials and ingredients that are useful to us. If I had the space to pick up everything I wouldn't need that crafting, because I would have piles of looted weapons, armor, potions, and food in my bank.

    What I would like to know is why one craft has more materials than all of the others combined. If it's intended to be a soft cap and force choices, wouldn't the other crafts be designed more similarly? Alchemy's design is pretty much the exact opposite of provisioning. It's main limiting factors seem to the much smaller supply, and that you need to actually look to find ingredients, as they do blend in rather well with the game's plant life.

    Trying to think of economic reasons for provisioning, it still doesn't make much sense. The ingredients are so common that the main factor giving any value to the crafted food/drink is the fact that it's so much hassle to micromanage provisioning's space requirements. I don't see many people being willing to give up that much space to try and make a little money off of it. It's enough trouble trying to sort out and store just the ones we need ourselves.

    Looking at the items available in my trade guild, there are barely any food/drinks for my characters. In fact, most of what is available are low level (5 or under), and in very low quantities. And attempting to filter the listings by level filters out all foods/drinks, leaving only potions (filters seem rather buggy, in general). So attempting to find anything that might be there is an additional hassle until the store issues are fixed.

    As at least one other has mentioned before in this thread, trying to implement a softcap via micromanagement hassle and frustration is just a bad idea. Which right now, that seems to be the only sort of limit designed into provisioning. And provisioning is the only craft relying completely on such a method.
    Edited by mr_stealth_b14_ESO on 13 April 2014 12:19
  • mr_stealth_b14_ESO
    mr_stealth_b14_ESO
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    Brennan wrote: »

    Additionally, there are also less items available for purchase from the guild stores because rather than selling items that other people may be looking for, people will simply collect stacks of items just in case they need them later. There is no incentive to sell if you have plenty of room for your unused materials.

    Unless there is an unlimited amount of storage, there will be always be excess that is sold. I think the current setup for provisioning will prevent them from being sold simply because of the hassle of dealing with the vast amount of materials. If everyone follows the recommendation of only picking up the ingredients you need, that leaves much less left to be sold.
    Brennan wrote: »

    The only real reasoning I am seeing for an increase in available inventory is that it's difficult to manage. Not impossible, just difficult. This is difficult because of the choices we've made. Some of us are up to the challenge - motivated by our efforts to overcome these difficulties. Others are posting on forums about needing more bag space because the challenge is too hard for them to overcome.

    How about this? Let's table this discussion until ZOS fixes all the existing quest bugs, instance bugs, and performance issues. Once the stuff that is not working as intended is resolved, then we can come back here and talk about how hard it is to manage our inventories.

    I'm still managing to keep inventory/bank space under reasonable control, but I do feel that it is much more hassle than it should be. Enough hassle that it definitely effects the overall game experience.

    I do agree that bugs and performance are much larger issues that should be dealt with first, but ZOS could still address/acknowledge this issue.
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