Ok just let me follow this argumentation: That a small bank space is in the end required to be forced to sell/deconstruct gear to make mats worth? hahaha how weird people argue is really funny.
Anyways, if someone would have indeed all equipment (nothing to speak of the amount of space this would take), mats would still be useful to do writs or make equipment for other players, try again ;-)
if you only ever have to make something once, and you can transmute it now so you can change traits, and can store it permanently, then there is no need to make it again, or go find the drop again.
If people dont need to make gear because they already own it, mats become less important.
so once people have it, even if the item is boe, nobody wants to buy because they likely already own it and since they never had to get rid of it even though they last used it 2 years ago...
limited bag space means some people will look at it and say, hey you know what, i need space and i last used this set when? i dont even remember. and then get rid of it to get space back. if its a drop, the item still has value in the market. if its crafted, this keeps the need for mats beyond daily crafting. limited bag space does keep the market flowing better than a too large or unlimited bag. items arent worth anything when everyone already has it because they never had to get rid of anything.
yes, my bags are almost full but only 2 of my 7 toons have maxxed their space. i manage my bags so i dont need more space unless something like this event comes up where i get a lot of drops in a short space. the witches festival caused me to expand quite a bit but iv still got room to grow because i manage it instead of ignoring it and trying to keep it all.
The issue now is that we have to go through a long list of items, start sorting those out which we do not use and sell them (usually to a vendor for gold). So we have to do a lot of unnecessary work created by the small inventory space.
mirta000b16_ESO wrote: »Show me a single MMO with infinite bank space.
Taleof2Cities wrote: »Taleof2Cities wrote: »Just wanted to recap how much inventory space players actually have without the crafting bag ... since these kinds of threads get somewhat tiring:
-SNIP-
Even if there would be over 9000 slots among 9000 chars/mules that wont change anything. The problem of micromanagement is still here.
Maybe ... but quantifying the actual slots for players might curb some of the unneccessary posts in this thread.
Although I agree with you very much. The devs commented on this last year when housing came out. Only three percent of players have maxed the 200 of ANY toon much less all toons as I recall. So...unless you have 14 characters with 200 slots including 60 for riding capacity and 240 bank space they do not feel like you are needing or wanting inventory space. You need to show demand before they supply it.
Although I agree with you very much. The devs commented on this last year when housing came out. Only three percent of players have maxed the 200 of ANY toon much less all toons as I recall. So...unless you have 14 characters with 200 slots including 60 for riding capacity and 240 bank space they do not feel like you are needing or wanting inventory space. You need to show demand before they supply it.
Dude, its not my fault, but its my playstile: I like to keep an item from time to time, let it be from a quest or a set piece. Or a funny item from a world container. I am an old PnP player and love collecting rare and exotic items. Besides of that, I am playing every role and need a variation of several set pieces. In my opinion that is a large part of the heart of an RPG (and yes, I consider the game also as an RPG). So there is naturally a long list of items which I have, yet this doesn't mean that there should be no room for UI improvements.The issue now is that we have to go through a long list of items, start sorting those out which we do not use and sell them (usually to a vendor for gold). So we have to do a lot of unnecessary work created by the small inventory space.
a long list is because of you. you ignored your inventory and refused to deal with it and now that its a long list and your bags are full you need to deal with it. thats your fault. its not a small inventory space.
seriously, all your people whining about not enough bag space, go play something else where your bag space is 2 items. when you find another you want, you have to choose which one to drop. play that for a few months and learn about priorities.
you should not have enough space to keep everything. your arguments are i want more space so i can keep one of everything. thats a poor argument. learn to manage your bags.
The issue now is that we have to go through a long list of items, start sorting those out which we do not use and sell them (usually to a vendor for gold). So we have to do a lot of unnecessary work created by the small inventory space.
a long list is because of you. you ignored your inventory and refused to deal with it and now that its a long list and your bags are full you need to deal with it. thats your fault. its not a small inventory space.
seriously, all your people whining about not enough bag space, go play something else where your bag space is 2 items. when you find another you want, you have to choose which one to drop. play that for a few months and learn about priorities.
you should not have enough space to keep everything. your arguments are i want more space so i can keep one of everything. thats a poor argument. learn to manage your bags.
The issue now is that we have to go through a long list of items, start sorting those out which we do not use and sell them (usually to a vendor for gold). So we have to do a lot of unnecessary work created by the small inventory space.
a long list is because of you. you ignored your inventory and refused to deal with it and now that its a long list and your bags are full you need to deal with it. thats your fault. its not a small inventory space.
seriously, all your people whining about not enough bag space, go play something else where your bag space is 2 items. when you find another you want, you have to choose which one to drop. play that for a few months and learn about priorities.
you should not have enough space to keep everything. your arguments are i want more space so i can keep one of everything. thats a poor argument. learn to manage your bags.
Im very tired. Why you develepoers cant just make a chest in da house where i can collect all my gear?
Why i should everytime decide which set i should throw in a trash?
This micromanagement makes me pissed off. I cant relax playing this game. I cant collect everything i loot. I should switch my characters and remember where i hold a piece of set.
Stop it. ZOS. Make houses what they should be.
The thread is focused on their need to make the game a worthwhile experience, as well. It would not hurt those who are fine with status quo if inventory capacity would be increased or items could be retrieved otherwise. I think we all can agree with this simple summary.
find a new game. bugger off. you think the bag space limitations, which are fine, make the game not worthwhile. cya later. gimme your stuff on the way out
Although I agree with you very much. The devs commented on this last year when housing came out. Only three percent of players have maxed the 200 of ANY toon much less all toons as I recall. So...unless you have 14 characters with 200 slots including 60 for riding capacity and 240 bank space they do not feel like you are needing or wanting inventory space. You need to show demand before they supply it.
victoriana-blue wrote: »That data is misleading: it's cheaper in gold to start a new mule (eta: and get them to 120) than to buy the last two bag upgrades from the merchant, and the horse slots take at least two months of logging in. It's cheaper in irl money to buy a new account than four alts. (Or in my case, a sale account was cheaper than two alts on a crown sale.) And (I think it was Rich?) didn't say if the search had filtered out people who had played less than 30 hours, and who had probably not run enough content to have inventory problems.
(For the record, I have 2500+ inventory slots over two accounts, 2 mains + 2 secondary playing characters + 12 mules, multiple housing storage properties, nearly 3k hours of play time, and I sub. I hate grinding for gear and I can't just buy replacements for my bound gear so I store an obnoxious amount of it, and I'm not going to sacrifice my social, trade, or dungeon guilds for a personal guild bank.)
victoriana-blue wrote: »That data is misleading: it's cheaper in gold to start a new mule (eta: and get them to 120) than to buy the last two bag upgrades from the merchant, and the horse slots take at least two months of logging in. It's cheaper in irl money to buy a new account than four alts. (Or in my case, a sale account was cheaper than two alts on a crown sale.) And (I think it was Rich?) didn't say if the search had filtered out people who had played less than 30 hours, and who had probably not run enough content to have inventory problems.
(For the record, I have 2500+ inventory slots over two accounts, 2 mains + 2 secondary playing characters + 12 mules, multiple housing storage properties, nearly 3k hours of play time, and I sub. I hate grinding for gear and I can't just buy replacements for my bound gear so I store an obnoxious amount of it, and I'm not going to sacrifice my social, trade, or dungeon guilds for a personal guild bank.)
so your argument is, the space is there and available but you dont want to pay for it. thats the worst reason ever to make zos upgrade bag space.
SquareSausage wrote: »Agreed, even with ESO plus its a shocking way to treat players?
Play however you want is the tagline of the game? Should be play however you want aslong as you can remember what character you stored that gear on.
Even if it was 300,000 item slots if you make dozens of characters to multiply mules as suggested by some... in the end it stays a struggle if you have to go through chars for 30 minutes or more to find the item you are searching for. And that's just holding people back from enjoying the game. And if people do no more enjoy the game, they are tempted to leave. If they leave, the rest has less in-game-customers at the guild stores, enemies to fight in pvp or people to group up with in trials and dungeons, Zeni sells less crown store items and ESO+ subs and finally less fresh content can be funded.Korah_Eaglecry wrote: »A grand total of 3,280 potential slots for your use. And somehow thats not enough...
Lightspeedflashb14_ESO wrote: »Stop picking up garbage and you won't have problems, I have not ever had problems, I dont have ESO plus and I have never had the crafting bag.
victoriana-blue wrote: »If ZOS has a better idea of how many people are affected by the inventory limits - beyond people saying so on the forums - it's more likely that the bean counters will see the profit to be made by improving the inventory system (making crown inventory upgrades more attractive AND reducing player attrition).
I could not agree more with the topic. Spending hours getting trough all the characters looking for this one item you are sure you have somewhere is so wasted. And having to delete whole sets which might become useful at some point just for the sake of inventory space is more than unpleasant. Unfortunately, what was suggested here...http://www.esoui.com/downloads/info65-InventoryGridView.html
http://www.esoui.com/downloads/info914-VotansSearchBox.html
http://www.esoui.com/downloads/info731-InventoryInsight.html
These addons should save u time.
Inventory management is horrible without addons.
... is entirely unavailable on consoles. So we would need a solution for all platforms. Since I don't just want to rage about what we have, my suggestion to fix this issue is this:
How about each new item we pickup does not just give us the loot but also a blueprint? Right, a blueprint to craft drop sets. To not mess up with the loot system, the crafted duplicates could be bound at pickup, so for personal use of the crafter only. The blueprint could be limited to the set item with a specific trait, as well. To craft the desired trait, we would have to pickup the item (and corresponding blueprint) with exactly that trait, basically as we were used to before transmutation came into place.
Having craftable drop set items for personal use has 3 major advantages:
1. This would entirely fix the inventory issues in a very convenient way because you can safely dismantle items you do not need yet but maybe at a later point.
2. Crafting becomes more relevant again, even for drop sets which could not be crafted yet.
3. Being able to craft drop sets after having found the proper blueprint eases the option to make duplicate sets for your alt chars in case you want to use similar setups on different damage dealers, tanks or healers. So less time for annoying grind and more playtime for the part of the game we actually want to play and enjoy. Win-win!
How about each new item we pickup does not just give us the loot but also a blueprint? Right, a blueprint to craft drop sets. To not mess up with the loot system, the crafted duplicates could be bound at pickup, so for personal use of the crafter only. The blueprint could be limited to the set item with a specific trait, as well. To craft the desired trait, we would have to pickup the item (and corresponding blueprint) with exactly that trait, basically as we were used to before transmutation came into place.
Having craftable drop set items for personal use has 3 major advantages:
1. This would entirely fix the inventory issues in a very convenient way because you can safely dismantle items you do not need yet but maybe at a later point.
2. Crafting becomes more relevant again, even for drop sets which could not be crafted yet.
3. Being able to craft drop sets after having found the proper blueprint eases the option to make duplicate sets for your alt chars in case you want to use similar setups on different damage dealers, tanks or healers. So less time for annoying grind and more playtime for the part of the game we actually want to play and enjoy. Win-win!