...The best answer I have is to evaluate your choices. You want the choices but not the consequences.
Sorry, I almost fell out of my chair at this one...you list a GW2 "PROBLEM" as stack size limited to 250 in the JOINT crafting tab that could store 250 of every single mat in the game, which was accessible, for crafting, without having to go to a bank, to every toon on the account...and also, a huge QoL feature, you could deposit into the craft tab, directly FROM INVENTORY without having to go back to a bank in town...and you call that a PROBLEM??? If that is what you call a problem then the state that this game's inventory is in is a complete and total apocalyptic disaster of biblical proportions - and you are here trying to defend it???
Good grief, did you even read what you typed??? A "minigame" of constant, tedious inventory management is not appealing to many players, especially as other games have provided better systems, and players do NOT want to go back to more primitive conditions. This should surprise no one.
Between you and LadyintheLake you make arguments for change, inadvertently, that are just great and compelling. Keep it up.
grayssonb16_ESO wrote: »*snip*
some links that might help you:
http://gamedevelopment.tutsplus.com/articles/designing-an-rpg-inventory-system-that-fits-preliminary-steps--gamedev-14725
http://www.gamedev.net/topic/621945-mmo-inventory-discussion/
http://my.mmosite.com/2424376/blog/ritem/game_theory_inventing_the_inventory.html
with that I'm out, you don't really need me to make yourself look like fool.
kawazu874b16_ESO wrote: »How can you compare gw2 crafting and teso one. In gw2 resources are character implemented at low respawn rate, here they're world implemented at a high respawn rate. In gw2 there a many currencies, in teso gold's importance isn't comparable. The only thing comparable I've found is that cooking is very useful and awful for inventory
In GW2 everyone could loot each node so this is not going to happen. Also, you are encouraging everyone to pick up every pebble they trip over off of the ground and bank it.
derpmonster wrote: »kawazu874b16_ESO wrote: »How can you compare gw2 crafting and teso one. In gw2 resources are character implemented at low respawn rate, here they're world implemented at a high respawn rate. In gw2 there a many currencies, in teso gold's importance isn't comparable. The only thing comparable I've found is that cooking is very useful and awful for inventory
That's the most reasonable argument I've read in this entire thread.
Q: Since crafting materials take up space in our inventory…Would it be possible to implement crafting bags for strictly crafting materials?
A: Our inventory space and bank space provides a much needed gold sink. Something useful to spend your money on. Currently, that friction is useful to the game, and removing that isn’t something I think we want to pursue at this time.
Q: Items for crafting take a lot of place. Will you implement an interface dedicated to crafting items like GW2 or Neverwinter ?
A: Bank space and inventory space are friction elements for the economy. It is unlikely we will have a dedicate crafting inventory in the near future. Choice is important.
Q: I love the fact that you can leave items in your bank and still use them for crafting. My concern is, I guess I horde to much of everything since I’m crafting everything, and run out of space really really quick. Is there away to fix this, or should i simple just keep selling my mats and make low level items to makes space?
A: I would say you are going to have to make some choices about what you keep and what you don’t. Bank space / inventory space is another limiter to being able to work on all crafting skills at once. It isn’t impossible, it is just harder if that is what you choose to do. There’s also a TV show about your “problem.”
Yeah thanks for reposting something I read weeks ago, in multiple threads, that has already been posted in this thread. We know they want to inconvenience players by friction in inventory...they are wrong. I can say that as a paying customer that convenience of features can and often trumps what they are calling choice...but it isn't REALLY choice. It is friction, which means arbitrary, artificial limitations that require players to make allowances for a crap system. They are just trying to sell it as choice....choice is having classes to choice from, or weapons to choose from...that is choice that is feature rich. Making players put up with the tedium of the forced inventory shuffle minigame is not choice.
Couple of things about MMOs. They change. A lot. So the defense that something is good because some developer came up with it and currently defends it is laughable especially in the face of widespread, YES, WIDESPREAD player dissatisfaction with it. So claiming something is good simply because it is a given way now, ESPECIALLY right at launch, is idiotic. If we all had a dollar for everytime developers back pedaled and made substantial game changes, reversing previous statements and being forced to eat their own words, we would be gazillionaires....