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Fishing Inventory - Please Allow to Work in Bank

ThePonzzz
ThePonzzz
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I find it a little on the unfair side that fishing inventory doesn't work from the bank, like crafting currently does. Fishing already doesn't have a whole lot of value, outside personal achievement gains. It would be nice if I didn't have to lug around my crawlers, worms, guts, insect parts, and the special lures. Please keep this in consideration for the small number of fisherman out there.
  • ThePonzzz
    ThePonzzz
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    I also wanted to add that it would be nice when you caught a rare fish, if the tooltip stated the fish wasn't physical inventory. Because that's very confusing for the first time.
  • Soloeus
    Soloeus
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    You can store these items on mule characters or in the bank until you need them, just like Lockpicks.

    I disagree with you. If you want to fish, carry worms.

    Within; Without.
  • yarnevk
    yarnevk
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    I disagree as well, unlike crafting mats it is only eight slots to carry stacks of bait so you are ready to fish, plus a few more slots for your caught fish and unused bait, since achievement fish do not consume inventory. A bag upgrade covers it. The slot consumer for me is not fishing it is food and drink and potions and barrel/bag looting, but the game was basically designed so that you would have to bank port after every dungeon so I put up with that. Banking useable collectibles (like the crow whistle) are the real issue I have with inventory, they are only fun if you have all of them to use in your inventory, so instead they rot in the bank because you cannot afford that space loss. Fishing I can afford the ten slots.

    A better solution would be a tackle box which would be an extra ten slots that cost less than bag slots but can only be used for fishing. Or bring back weight based encumbrance that ES always had because bait is light.
    Edited by yarnevk on June 24, 2014 3:12PM
  • ThePonzzz
    ThePonzzz
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    I could support the tackle box idea. I just don't see how crafting differs too much from fishing, in terms of inventory. Creating bank mules is really poor game design. But creating a robust banking and inventory system that doesn't punish the player for collecting crafting and fishing items isn't a terrible idea. Let alone unique prize items from certain quest lines.
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