Dear Devs, Why Are The Following Items NOT in the Collections Tab?

MornaBaine
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Like many, I was very pleased to see the addition of the collections tab because I THOUGHT it meant "fluff" items would no longer take up valuable space in my inventory. I was also very happy to see that costumes like Dark Seducer and Golden Saint no longer had levels so my lower level alts could also wear them.
But there are several items that I thought would "obviously" go into the Collections tab that have not. Things like:

Disguises picked up on quests. MANY of us love to save and use these. They are clearly costumes that function like the Golden Saint costume. Why were they NOT moved to the Collections tab?

Trophies. These are also fluff but I may not want to "Use" them right away.

Trinkets. These are quest rewards that you do something with for a cute visual effect like Finvir's Trinket. They have no actual purpose, they're just fluff. But they are fun and many of us like to save them and use them for various effects in RP.

All of the above are fluff items that do not really "belong" in regular inventory. I would like to know why they cannot be moved to the Collections tab, which was touted as being a great space saver for us but is seeming more now like a thing that was implemented strictly to get us to purchase items from the cash store, all of which I presume will go into the Collections tab.
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  • daemonios
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    Totally agree. ZOS has already stated they're looking into this but disguises don't work like regular costumes, for instance they can be forcibly removed if you are detected while in disguise.

    My suggestion: add a separate costume in the collections tab with the same appearance, unlocked per character when you complete the quest for which the disguise is intended.
  • Potenza
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    +1 I cannot agree more with this.
  • Nestor
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    I gave up waiting for ZOS to do something about this. I had a mule that was carrying around 20 Trophies, and a few trophies on some other characters. I just destroyed all the Trophies on all my characters. I am not wasting the bag space to carry them around.

    Now, if I get a trophy, it is immediately Destroyed. Not even trying to keep it around.

    With regards to Costumes, while some are cool, like my Provisioning Mule uses the Servants Disguise, there are better clothing choices from the Justice System. Which ironically take up more inventory slots than costumes do. So, while a way to store the costumes would be nice, it would not be something I would naturally use.
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  • firstdecan
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    daemonios wrote: »
    Totally agree. ZOS has already stated they're looking into this but disguises don't work like regular costumes, for instance they can be forcibly removed if you are detected while in disguise.

    My suggestion: add a separate costume in the collections tab with the same appearance, unlocked per character when you complete the quest for which the disguise is intended.

    Clicked agree, but I'd like to +1 this idea.
  • Gidorick
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    I dislike the whole "collections" concept but understand the necessity. I think the items you mention should stay in our inventory but they should simply take up no space. That way they aren't an amount shared asset.

    ZOS could add another inventory tab called "Memorabilia" and all those items could be dropped in there.
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  • driosketch
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    The only problem I see is that disguises are part of a quest, and getting them is usually a step in the quest. On top of that I like pass my desguises along to other characters who haven't done, or probably won't do said quest. So character locking them doesn't work for me, but I also don't want risk losing them in battle or mess up any future quests.

    I don't know if this is possible, but how about once you complete a quest that uses a desguise, part of the reward is it goes into your collections. However, pulling the disguse from you collections will not effect the NPC's hostility towards a character who has yet to complete said quest. So the quest would be preserved, as well as the desguise.
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  • radiostar
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    /sign
    Just had to make a new char for the street clothes, trinkets, disguises. Since she's keeping all my non-armor I made her the thief but it's hard to do a lot stealing holding all the stuff that can't be in collections. Hope on the 17th, they expand the collections case.
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  • n.englishb14_ESO
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    We want a wardrobe where we can store all the cool fingerless gloves and courier uniforms we get.

    Seriously though, I have been wearing the courier uniform on my main since i got it.
  • Enodoc
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    MornaBaine wrote: »
    Like many, I was very pleased to see the addition of the collections tab because I THOUGHT it meant "fluff" items would no longer take up valuable space in my inventory. I was also very happy to see that costumes like Dark Seducer and Golden Saint no longer had levels so my lower level alts could also wear them.
    But there are several items that I thought would "obviously" go into the Collections tab that have not. Things like:

    Disguises picked up on quests. MANY of us love to save and use these. They are clearly costumes that function like the Golden Saint costume. Why were they NOT moved to the Collections tab?

    Trophies. These are also fluff but I may not want to "Use" them right away.

    Trinkets. These are quest rewards that you do something with for a cute visual effect like Finvir's Trinket. They have no actual purpose, they're just fluff. But they are fun and many of us like to save them and use them for various effects in RP.

    All of the above are fluff items that do not really "belong" in regular inventory. I would like to know why they cannot be moved to the Collections tab, which was touted as being a great space saver for us but is seeming more now like a thing that was implemented strictly to get us to purchase items from the cash store, all of which I presume will go into the Collections tab.
    I agree completely with the concept. I think however I can also answer the question ("why not").

    Disguises:
    Reason - They have a function as well as being cosmetic, since they cause certain enemies to become Passive. They can also be removed if you get detected. If added to Collections as they are, the actual "disguise" part would be hard to translate, and it would also give other characters the disguise without having to locate it during the quest.
    Solution - Upon successful completion of the related quest, the "disguise" is unlocked as a Costume. This would be cosmetic only, and would not affect enemy hostility. You can keep the Disguise item if you want to keep the functionality, but if you just want the cosmetics, then you can destroy the Disguise but still have the Costume.

    Trophies (assuming these are the Trophies that go towards the Achievements):
    Reason - They are useable items, and not account-wide. I think "not account wide" is the important factor here; since Achievements are not account wide, you would have to gain these items individually on each character to earn the achievement, so they wouldn't really work in the Collections UI since it is account-wide.
    Solution - Add a "Trophies" section to the Inventory that functions like Quest Items; usable, but do not take up space. Anything like this that has no function should not take up space.

    Trinkets (assuming these are the Trophies that come from Quests):
    Reason - As above, these are useable items, and they also have a cooldown. You cannot directly "use" something in the Collections UI; only toggle it to be active. These items aren't account-wide currently, but there is no reason for them not to be since you can transfer them between characters whenever you like using the bank.
    Solution - Either add them to that weightless "Trophies" Inventory section I suggested above, from which they can be quick-slotted and used directly as they are now, or add them to the Collections UI in a "Trophies" section where one can be toggled as "active" and then activated using a keybind "Use Selected Trophy".
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  • MornaBaine
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    driosketch wrote: »
    The only problem I see is that disguises are part of a quest, and getting them is usually a step in the quest. On top of that I like pass my desguises along to other characters who haven't done, or probably won't do said quest. So character locking them doesn't work for me, but I also don't want risk losing them in battle or mess up any future quests.

    I don't know if this is possible, but how about once you complete a quest that uses a desguise, part of the reward is it goes into your collections. However, pulling the disguse from you collections will not effect the NPC's hostility towards a character who has yet to complete said quest. So the quest would be preserved, as well as the desguise.

    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.
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  • ZOS_GaryA
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    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
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  • Nebthet78
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    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    Maybe at the end of the quest, have an option that pops up and asks "Would you like to make this disguise a costume?" If yes, then a copy of that disguise is added to your costume items.

    It also allows people to be choosey about what they want to keep and what they don't.
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  • daemonios
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    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    Could you bounce the idea of having them in the costumes tab, locked until you complete the relevant quest, off the devs? :wink:

    By the way, this subject seems to be proliferating in the General Discussions forum. Maybe you could pick a thread and direct people to it?
  • UrQuan
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    daemonios wrote: »
    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    Could you bounce the idea of having them in the costumes tab, locked until you complete the relevant quest, off the devs? :wink:
    This is the solution that makes sense to me. Put versions of the disguises in the costumes tab, and have them locked based on whether the relevant quest has been completed. There's a record in the database of which quests have been completed, so it would be easy to have them all unlock appropriately for the people who have done those quests.
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  • Jahosefat
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    Nebthet78 wrote: »
    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    Maybe at the end of the quest, have an option that pops up and asks "Would you like to make this disguise a costume?" If yes, then a copy of that disguise is added to your costume items.

    It also allows people to be choosey about what they want to keep and what they don't.

    This sounds like a good direction. Maybe make it so if you right-click on any costume in your inventory there is a "convert to costume" option. On our end it could kind of work like "convert to imperial" right-click option (but I'm sure very different on the back end; maybe it could just place an item in our bag that could be used to add the costume version of the disguise to collectibles).
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  • kelly.medleyb14_ESO
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    I wouldn't push this one they have much bigger fish on their pan.
  • Zershar_Vemod
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    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    Reward players for completing the quest with the addition of a costume option of the disguise given which could be automatically unlocked.

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  • Alphashado
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    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    Usable trophies should also be in the collections tab. Some of them are pretty cool, but they are just not worth the storage space. It's a shame that most people (including myself) try them one time, think to themselves how cool they are, then promptly delete them. At the very least they should be added to the collections tab for the sake of the poor developer that put all the time and energy into designing them.

    Edited by Alphashado on March 11, 2015 10:50PM
  • SoonerMagicEE
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    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    You're investigating a solution? I'm sorry, but I believe many people in this thread have repeated a perfect solution that requires pretty much zero "investigation". Add a costume that is visually identical to the disguise as a reward for completion of the related quest. It's nothing more than a costume that looks like the disguise, and you must complete the quest at least once before you can earn it. Also, it will not have any impact on other characters when they attempt to complete the quest (they'll still need to use the costume or complete it via other means) other than they won't be able to earn another copy of the costume (that's a very simple check of a flag).
  • Hypertionb14_ESO
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    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    make the disguises become quest completion rewards when completing the quest they are involved.

    that is to say, the disguises in question get added to the costumes when you complete the quest separately from the inventory ones. (allowing you to keep the disguise in collections and get rid of the inventory ones)
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  • sarttsarttsarttub17_ESO
    MornaBaine wrote: »
    Like many, I was very pleased to see the addition of the collections tab because I THOUGHT it meant "fluff" items would no longer take up valuable space in my inventory. I was also very happy to see that costumes like Dark Seducer and Golden Saint no longer had levels so my lower level alts could also wear them.
    But there are several items that I thought would "obviously" go into the Collections tab that have not. Things like:

    Disguises picked up on quests. MANY of us love to save and use these. They are clearly costumes that function like the Golden Saint costume. Why were they NOT moved to the Collections tab?

    Trophies. These are also fluff but I may not want to "Use" them right away.

    Trinkets. These are quest rewards that you do something with for a cute visual effect like Finvir's Trinket. They have no actual purpose, they're just fluff. But they are fun and many of us like to save them and use them for various effects in RP.

    All of the above are fluff items that do not really "belong" in regular inventory. I would like to know why they cannot be moved to the Collections tab, which was touted as being a great space saver for us but is seeming more now like a thing that was implemented strictly to get us to purchase items from the cash store, all of which I presume will go into the Collections tab.

    There are trinkets and quests that increase damage, and reduce damage taken.
  • Troneon
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    MornaBaine wrote: »
    Like many, I was very pleased to see the addition of the collections tab because I THOUGHT it meant "fluff" items would no longer take up valuable space in my inventory. I was also very happy to see that costumes like Dark Seducer and Golden Saint no longer had levels so my lower level alts could also wear them.
    But there are several items that I thought would "obviously" go into the Collections tab that have not. Things like:

    Disguises picked up on quests. MANY of us love to save and use these. They are clearly costumes that function like the Golden Saint costume. Why were they NOT moved to the Collections tab?

    Trophies. These are also fluff but I may not want to "Use" them right away.

    Trinkets. These are quest rewards that you do something with for a cute visual effect like Finvir's Trinket. They have no actual purpose, they're just fluff. But they are fun and many of us like to save them and use them for various effects in RP.

    All of the above are fluff items that do not really "belong" in regular inventory. I would like to know why they cannot be moved to the Collections tab, which was touted as being a great space saver for us but is seeming more now like a thing that was implemented strictly to get us to purchase items from the cash store, all of which I presume will go into the Collections tab.

    30 Agree already, kind of says it all.
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  • darkspyro92_ESO
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    Did everyone really forget the Skeleton costume? Well all Ebonheart players I mean. I hope you at least got to it. It's a disguise you use to maneuver your way past a ton of Skeleton Archers, Mages, Healers, etc. At the end of the quest you get a gem which turns you into the Skeleton. Why not make all disguises work like that where a reward is the disguise but as a costume, and at the same time not make it work as a disguise, as it's now a costume, not a disguise. Just make it a quest reward.
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  • wraith808
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    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    You're investigating a solution? I'm sorry, but I believe many people in this thread have repeated a perfect solution that requires pretty much zero "investigation". Add a costume that is visually identical to the disguise as a reward for completion of the related quest. It's nothing more than a costume that looks like the disguise, and you must complete the quest at least once before you can earn it. Also, it will not have any impact on other characters when they attempt to complete the quest (they'll still need to use the costume or complete it via other means) other than they won't be able to earn another copy of the costume (that's a very simple check of a flag).

    Perhaps because it's easier to say than to do? And he's not the developer? Come on, people... we want more green responses, then when we get them, we get these kinds of just do it responses. People have made the suggestion (which I'm sure they had already considered as it's so obvious)- give them time to do the implementation.

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  • SoonerMagicEE
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    Investigating a solution and considering the solution are completely different things. I'm hoping he meant the latter, because the former simply boggles my mind. I'd be happy with "we're considering this". Claiming they're still looking for a solution isn't exactly confidence-building, since the solution offered is literally a perfect way to attack the problem and is extremely simple to implement.
  • SoonerMagicEE
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    Don't all the starter islands have quests involving disguises? If my memory serves correctly, they do....this would be a great way to introduce new players to the costume system and maybe even drum up some Crown Store sales. Win-win. :wink:
  • Kragorn
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    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.
    Quest ends, disguise item deleted, corresponding costume item added .. problem solved.

  • MornaBaine
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    ZOS_GaryA wrote: »
    While it is possible that this is the way these disguises work (affecting aggro and being able to be broken and thus disappear) that keeps them from being in the collections tab I still think it's something ZOS needs to address. Getting a non-breakable but also with no effect on aggro costume on completion of the quest is a wonderful idea.

    That is indeed the case. On the back end, disguises are handled much differently than costumes since most of the time they're tied to a quest, or have some other mechanic that makes them less flexible than costumes. We're currently investigating a solution for this.

    First, THANK YOU VERY MUCH for this response. As many folks have already said, treating ALL disguises like the Skeleton Polymorph disguise seems to be the simplest solution to this problem so I certainly hope it is one you will consider.

    I would love it if you could also address the portion of this request that deals with the useable trinkets you have to slot on your Q ring but that provide no mechanics benefit and are simply fun visual fluff. You have no idea how much I adore those items and want to see more of them! Even better if it were possible to not have them on such brief timers anymore so that they just stay "on" until you click them again to turn them off though I know that might be problematical with some of them like Nanwen's sword which triggers a ghost who will say something different each time you activate the trinket. But most of all, I just really want a way to store these wonderful items so I can keep collecting and using them!
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  • starkerealm
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    Enodoc wrote: »
    Trophies (assuming these are the Trophies that go towards the Achievements):
    Reason - They are useable items, and not account-wide. I think "not account wide" is the important factor here; since Achievements are not account wide, you would have to gain these items individually on each character to earn the achievement, so they wouldn't really work in the Collections UI since it is account-wide.
    Solution - Add a "Trophies" section to the Inventory that functions like Quest Items; usable, but do not take up space. Anything like this that has no function should not take up space.

    The irony is, the rare fish and trophies can already be passed between characters. So those achievements being non-account wide is a little less important. You could add them to the collections tab, and then let the player activate them to unlock that point towards the appropriate achievement on that character. Which is basically what they do now anyway. Only, without the Trophies being consumed in the process.
  • wraith808
    wraith808
    ✭✭✭✭
    Investigating a solution and considering the solution are completely different things. I'm hoping he meant the latter, because the former simply boggles my mind. I'd be happy with "we're considering this". Claiming they're still looking for a solution isn't exactly confidence-building, since the solution offered is literally a perfect way to attack the problem and is extremely simple to implement.

    Investigating because there might be a better or more considered solution if you have the full picture, i.e. know how the game works and is coded on the back end.

    Make suggestions in regards to functionality. Not implementation assumptions.
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
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