JTWolph_ESO wrote: »
"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.
Top it off the pets plus the maps immediately wiped out like a dozen spots.
The total number of items has nothing to do with the inventory design. Try harder.grayssonb16_ESO 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.grayssonb16_ESO wrote: »ESO has 61 million items, anyone expect to store them too "in case you need them?"
grayssonb16_ESO wrote: »The total number of items has nothing to do with the inventory design. Try harder.grayssonb16_ESO wrote: »ESO has 61 million items, anyone expect to store them too "in case you need them?"
the total number of crafting ingredients has nothing to do with the inventory design. try harder.
what's the difference?
mr_stealth_b14_ESO 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.
grayssonb16_ESO wrote: »mr_stealth_b14_ESO 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
mr_stealth_b14_ESO wrote: »grayssonb16_ESO wrote: »mr_stealth_b14_ESO 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)
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.mr_stealth_b14_ESO wrote: »grayssonb16_ESO wrote: »mr_stealth_b14_ESO 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.
mr_stealth_b14_ESO 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*
JTWolph_ESO 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!)
JTWolph_ESO 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!
mr_stealth_b14_ESO 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.
mr_stealth_b14_ESO wrote: »
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.
mr_stealth_b14_ESO wrote: »mr_stealth_b14_ESO 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)?
grayssonb16_ESO wrote: »The total number of items has nothing to do with the inventory design. Try harder.grayssonb16_ESO wrote: »ESO has 61 million items, anyone expect to store them too "in case you need them?"
the total number of crafting ingredients has nothing to do with the inventory design. try harder.
what's the difference?
mr_stealth_b14_ESO wrote: »mr_stealth_b14_ESO 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.
lypheb16_ESO wrote: »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.