I agree, the inventory system is one of the worst I've ever seen in the history of MMOs.
And before some fanboy comes and *** at me: if the devs had wanted to implement a soft-cap (or any cap for that matter) on the number of crafting skills then they should have implemented one directly and not used the soft cap as an excuse to justify this *** disaster of an inventory system.
I very much prefer a soft cap that allows me to learn all crafts on one character (eventually).
I'll bite (again) ;-)
I too welcome the fact that the devs would rather chose to implement a soft-cap then a hard limit as it is in WOW. However, the method used to implement the soft-cap is simply terrible, mainly for two reasons:
a) it's a highly unfair soft-cap in that it's softer for some people then for others (people with lots of room for mules and people with fast enough computers to relog 20+ times a day are affected far less by this capping mechanism then people that use 4 of their char slots for "real" characters or that take 3 minutes to load after logging in etc.)
b) this soft-capping mechanism punishes everyone, not only people that want to train "too many" crafting skills at once (sure, you can simply not collect any mats or trash them but that's also a very bad and extremely lazy solution)
So I stand by what I said: the (badly implemented) soft-cap on crafting can not be used as an excuse to justify this atrocious inventory system.
So whats the solution? Well, I only thought about it for a few minutes and already came up with a few ideas for implementing a soft-cap on crafting that doesn't require an inventory system that totally screw over all players (and hey, I'm just some little IT-guy, not some big-shot, overpaid, supposedly competent, game designer who had months to think about this sort of crap). So how could the number of crafting skills be soft-capped without needing such a moronic inventory-limit?
Solution 1: implement a "mental capacity" stat in-game. A simple bar that starts out full and empties by a few points for every skill level you gain in a crafting skill and gets re-filled by X every day again. The more empty this bar gets the harder it becomes to further increase a further crafting profession. Then balance the "mental capacity" in such a way that two crafting professions can be trained at the same time without any penalty but starting at the third crafting profession it would become increasingly difficult to train. This would allow the hardcore people to still train 3-4 or even 5 crafting professions in parallel and the "normal" people would simply train one or two crafting professions at a time (since you're mental capacity would regenerate every day you could simply wait a while after training a craft before starting with the other). Hell, you could even make this a fun game mechanic by implementing other game mechanics that influence your mental capacity. For example a crafting school or a proper crafting skill tree (so people that want to can become dedicated crafters and can really specialize in it by upping their "mental capacity" and thereby allowing for way faster training compared to the normal characters who only craft as an afterthought). Or even just a simple potion that gives you more mental capacity and would make Alchemy more interesting etc.
Solution 2: if solution 1 is too complicated for the average prepubescent console moron then simply implement a stacking debuff on how much XP you can gain in crafting professions after the second. So the third crafting skill takes 50% longer to train, the fourth 100% longer etc. And once you stop training one of your crafting professions then the debuff starts to decay again until it's removed and after a few days/weeks/whatever you can start to train a third and fourth crafting skill without any drawbacks.
These two solutions would have the massive advantage that they can be easily adjusted so the devs can steer how fast or slow people should be allowed to train multiple crafting professions in parallel (instead of simply hoping that most people won't feel like creating 7 mules and relogging 20+ times a day) and as an added bonus the inventory system could be replaced with something less dismal without influencing the crafting soft-cap.
So I guess my point is: if I can come up with a solution for this issue on my way to work then the devs should damn well have gone to more effort instead of just releasing this abomination of an inventory system and trying to sell it to us as a feature instead of just laziness and the pile of horse hokey it actually is.
Cheers
Morthur
PS. I already use all addons listed above (I'm not a total scrub after all) and they are the only thing that keeps me sane. If I didn't have things like research assistant then I likely would not have even started playing in the first place because then the UI would be so utterly dismal that I think I literally couldn't stand it (looks like the worst piece of console crap I've ever seen btw.). Addons really are this UIs only saving grace.
darkkterror_ESO wrote: »Too much. Last night I created my second mule character. Never before, in any of the other MMORPGs that I've played, have I ever created a character for the sole purpose of carrying stuff. Two weeks into ESO and I'm already on my second mule.
ChrisGoesAFK wrote: »When I was in beta I picked up everything and had more items in my bag then the entire inventory of a local Walmart. That sort of thing will drive you mad and eats up a lot of game time while you play "Which of these items can I live without so I can make room for this one"
Right now I probably spend 15 mins of every hour on inventory management. I'm planning to ultimately level every profession so I don't want to discard or sell anything of use. So I have 3 bank mules that hold mats for different crafts and every hour when my bags get full for a particular toon (I'm leveling 4 at once for variety) I dump everything into the bank and log onto each bank mule to distribute.
Probably every couple of hours I also have to have my main toon deconstruct unneeded weps and armor. I used to keep the ones with traits but I eventually figured given how long it takes to research traits I would end up completely filling up all my mules before researching all the traits I had.
The reason it takes a while is because it's an iterative process...not all the inventory fits in the bank at the first cut so I have to log onto the mules to transfer some of the inventory, then back on the main to deconstruct, then back on the mules, etc. it's cumbersome for sure but I would rather go through it than have to re-farm all the mats.
In sum I probably spend a net 20% of time on inventory management. It used to be more like 30% but I've gotten good at it. I wish it wasn't such a pain but apparently it is intended design.
I have a friendly guild. And as one of the officers, I have to spend vast amounts of game time rearranging materials in the Guild Bank, because of the bug which means that if members of different alliances deposit the same item, it doesn't stack properly. Apparently Corundum deposited by Ebonheart Pact members is different from Corundum deposited by Aldmeri Dominion members, and different against from Corundum deposited by Daggerfall Covenant members!Get an friendly guild and use the guild bank for dumping stuff, then redraw that you want.
Use an alt to store things you want to keep or use later.
I have a friendly guild. And as one of the officers, I have to spend vast amounts of game time rearranging materials in the Guild Bank, because of the bug which means that if members of different alliances deposit the same item, it doesn't stack properly. Apparently Corundum deposited by Ebonheart Pact members is different from Corundum deposited by Aldmeri Dominion members, and different against from Corundum deposited by Daggerfall Covenant members!Get an friendly guild and use the guild bank for dumping stuff, then redraw that you want.
Use an alt to store things you want to keep or use later.
greevirb14_ESO wrote: »I don't particularly have any issues with inventory but I know others do. If they do however decide to drastically increase storage I would also like them to drastically reduce values on everything to compensate.