Inventory Management Suggestion

Cyberdown
Cyberdown
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just floating this out there.

If its zenimax's idea to prevent player from making crafter only account viable...do it with skill points. Even if that means making vital skill passives in crafting deeper.

The issue is account jugging for simply the act of holding stuff for crafting.

Make a crafter tab built specifically for each crafting profession. Make it large enough to hold one of each and every crafting material..

What that means is somewhat of an endless bag only for crafting materials, perhaps with a maxed skill in the passive related.

What Zeni needs to do is count. A player interested in JUST one craft, lets say cloth crafting, shouldn't be penalized via inventory because they have to keep every upgrade stat gem, every improve material, every material type, every refined material, in the bank and character.

So lets say, any normal fanboi wants it all...right? How much account juggling to manage space do you (zeni) want players to deal with? Is there any system the developers can create to get their intended effect without requiring player to log in and out of multiple characters?

So my suggestion is that the devs look at the data, perhaps provisioning doesn't need a spot for it all due to redundant recipes. but a crafting specific tabs to leave player inventory for playing and bank slots for...well gear and oddities.

its possible I think to maintain current inventory if and only if a player attempts to craft it all account wide...perhaps a reduction to personal and bank space with this new craft tab might be in order if you are just crafting one profession.


Either way. Making me juggle a wasted character slot for a mule, as well as having to log onto multiple accounts to distribute items...isn't fun, challenging, or with reason. This isn't skyrim where I have access to a console command to change weight.

I think its time zeni looks at accounts and crafting everything...and come up with a solution that doesn't involve maintaining 5-10 slots for cool gar you will use but will have to sell or delete vital crafting mats (since they are NPC worthless always) in order to save and keep.

Ill be honest, once I get multiple character to endgame I will want more than one set of gear per character. I have one character at 20 and 7 under 10 for crafting. Right now ill have to choose what crafting goods to delete to enable secondary sets on just one character, let alone the rest should I want one character per faction and a full set of character on my main faction, and that storage only character...the need for which is a major design flaw (hell if I need a mule I might as well have the ability to craft everything on one character...its a wasted slot on not playing which is worse than a crafter non combat character...and whats wrong with a non combat?)


  • Cogo
    Cogo
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    Read the feature of ESO, stated months, and years before release.

    Bank/bag space has a reason. It works btw. Choices are great.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • KariTR
    KariTR
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    I read this suggestion yesterday. It's like Groundhog Day.

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