Changing the current shared bank to a lot of private banks with one tiny shared section is more inconvenient than the supposed inconvenience you're attempting to address.
10 slots, really.
So I need to dump 10 items in. Switch characters. Take 10 items out. Switch characters. Dump 10 items in. Switch characters...on and on.
How is that better?
If you're complaining about having to switch to a mule in the first place, this is not an improvement.
MasterSpatula wrote: »
A cap may be needed, but the sheer quantity of materials needed to be an effective crafter is so amazingly high that I'm spending a really significant percentage of my gameplay trying to figure out how to manage all the mats I need.
I think they may have missed the sweet spot by, oh, a mile or two or a hundred.
Lets hope we can hold them for 2 months: crafters who can't craft because they don't have space to store their wares; gatherers who can't gather; small family guilds who can't store and sell their wares, no AH for them; RPers who can't RP; soloers who can't all of the above.(I really would like to take a look at this discussion in 1-2 months and see how we all will laugh about our "newbie" problems )
WhiteQueen wrote: »Adding: Having vanity pets take up an inventory slot/bank slot is also kind of unreasonable.
Desperado558_ESO wrote: »WhiteQueen wrote: »Adding: Having vanity pets take up an inventory slot/bank slot is also kind of unreasonable.
This is something I think everyone could agree on. I'm sure it can't be all to difficult to add in some sort of pet learning system like other MMOs have that allow you to use it on any character, or at least classify pets as quest items or something so they don't take up an inventory slot.
just make it so that you can have 1 full stack of each material in a special vault, all "remaining" materials you either have to drop in your normal bank/inventory or sell/destroy.
For me I do not mind having to make the choices. I think it adds to the game. But there are a few little tweeks I would like to see.
1. Pets need another storage space.
2. Maps need a another storage space.
3. Stacking needs to be much higher then 100 per stack. 1000-5000 should be good.
For me I do not mind having to make the choices. I think it adds to the game. But there are a few little tweeks I would like to see.
1. Pets need another storage space.
2. Maps need a another storage space.
3. Stacking needs to be much higher then 100 per stack. 1000-5000 should be good.
WhiteQueen wrote: »Okay. At this point I think at this point those people saying we have enough bank space and inventory space aren't doing the math.
Consider blacksmithing. You have 9 materials per skill. That's 9 slots. Then you have the gems (16). And the tempers (4). And then you have the racial motifs (14). That's 43 slots for one skill. Minimum. So now you have enough space. Now you do.
I think this is the 10000 post asking for Inv help. They want you to craft one thing at a time which means getting your low level stuff revisiting or going to the next area after you are a vet. They better fix this before the 4th or crafters will go to another game.
In the mean time run other characters to a bank to hold one crafting job per mule. You will have to increase each mule bag to highest level bag size.
Cooking can be done almost every where and guilds will be putting recipes in banks. It is the easiest crafting job starting out. And the food sells better than materials.
Nudel wrote:There is an obvious flaw in your logic. Racial Motifs are learned and thus consumed. They do not take up storage space unless you're hoarding them. If you're hoarding unnecessary items, you are the problem. Not the system.
Nudel wrote:Furthermore, if you actually have large stacks of tempers and gems kicking around, you can afford to craft things to sell. These in turn create money, allowing you to buy backpack/bank upgrades which allows the storing of more things. Instead of saving for the gathering apocalypse, spread the love. Work smarter, not harder.