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.korwinthale wrote: »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.
mr_stealth_b14_ESO 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.
mr_stealth_b14_ESO 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.
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!
derpmonster wrote: »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.
glasswalkers_04_ESO wrote: »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 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".
DexCharisma 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.
DexCharisma wrote: »Because the inventory micromanagement time you spend (if you are serious about even 2 crafts) simply can not be ignored in this game.
DexCharisma wrote: »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.
DexCharisma wrote: »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.
glasswalkers_04_ESO 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 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.
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.
You are not qualified to speak on behalf of every player.
DexCharisma wrote: »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.
DexCharisma wrote: »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.
mr_stealth_b14_ESO 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.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.
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.
mr_stealth_b14_ESO wrote: »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.
mr_stealth_b14_ESO 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.
grayssonb16_ESO wrote: »
the question remains: why do you think you're supposed to be able to store everything you pick up?
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.