1. This suggestion is merely a quality of life suggestion. It will probably have minor if any effect on performance because it's such an insignificant change in the grand scheme of things. You could compare my idea probably best to the outfit system. The only change would be that the same loadout would be available to all your toons. Imagine you would define not an outfit but a setup of weapons, equipped sets etc. and have it being available for each toon as easy as simply assigning it to them.1. The suggestion that account-wide loadouts of gear would reduce server load is conjecture without seeing how Zos has the database setup and the design of logic. This would also fall into an armory which is very similar to the furnishings bag.
2. Weather gear drops as blueprints or actual gear each item is a unique item and as such adds to the size of the query.
3. The items we cannot stack are un-stackable because there is wear and tear the server needs to track for every single item.
A loadout in this sense could be a special loadout box in your home you put items in. In your individual toons you might have a button "use loadout" and you would automatically equip it. Wear and tear would be the same like if you unequip and store it in a box everytime you leave the game. When you pick up items from boxes on different toons, wear and tear carries over like it has been the last time of usage. I don't see much trouble here.
The loadout items could be stored in such special boxes to ease the implementation. I could think of other more intuitive methods but they would certainly require more work.
2. Each single drop in the game is logged. Having an unlock system via blueprints has a real potential to reduce server load since unlocks are completed eventually while actual drops never end.
3. Wear and tear is of no relevance for food, potions, ingredients, materials, tranmutation containers to name a few and even for sieges that were not used yet. Such items could potentially be stacked without limit, like the crafting bag is capable of. It's just a number in the inventory after all.
Tommy_The_Gun wrote: »240...
480 is with ESO+... And it is one big paradox, since with ESO+ you get a craft bag, so bank space almost does not matter.
My suggestions are not focus on performance in first place, they are quality of life suggestions. If the inventory management creates that much load as you suggest it does (despite ZOS adding more inventory slots with inventory pets regardless), it needs an overhaul.
However, the quality of life improvements are in need, as well. Each added set to the game increases the urgency towards it.
It is but let's not derail the topic. I'm not saying performance is not important, in the contrary. But if inventories affect performance in such a critical way as stated here (idk if true or not), should it not be a priority to improve the inventory system on a fundamental level instead of adding more inventories to players? So if it's true and inventories have a bad impact on performance, in light of pro-performance changes that are ongoing adding inventory pets is a rather counterproductive move, regardless of the scale.Performance is a quality of life issue. One that affects all players whether they horde gear or not. The pets are a fairly minimal increase in inventory space. If we were given the space without the pet nobody would have been excited and most would claim the upgrade almost worthless compared to what they need/want.
Tommy_The_Gun wrote: »240...
480 is with ESO+... And it is one big paradox, since with ESO+ you get a craft bag, so bank space almost does not matter.
Oh it matters. I have gotten to where I keep at least a full set of everything I can because I never know when something I have will be blasted to uselessness and I firmly dislike grinding gear. Even if the traits or color need changed I feel more comfortable keeping it all. That I can. Would definitely keep more.
Plus all the daily login reward stuff...
My worry is however - given that I follow your performance concerns - that our suggestions are irrelevant in the end because the artificially created inventory shortage is a business model.
Taleof2Cities wrote: »My worry is however - given that I follow your performance concerns - that our suggestions are irrelevant in the end because the artificially created inventory shortage is a business model.
Huh?
Inventory shortages are created by players ... by hoarding items they don't need.
Fully maxed inventory on an account is nearly 3,000 inventory slots (without the crafting bag).
That's plenty of space.
Inventory shortages are in games like this for a pretty obvious reason. If you don't struggle, that's ok. You found a thread that's not about your needs, that's fine. I made suggestions that would help to actually reduce the need for inventory for each player. Those who don't struggle and those who do. That's a more constructive approach than to say all is fine when obviously it's not.Taleof2Cities wrote: »Inventory shortages are created by players ... by hoarding items they don't need.
Fully maxed inventory on an account is nearly 3,000 inventory slots (without the crafting bag).
That's plenty of space.
It could help in the way that you don't need to farm multiple identical sets to have them ready to slot if you are tired of the unequip-store-unpile-re-equip minigame.Your first suggestion doesn't help players with an inventory shortage. It would only be a way to quickly get gear from one character to another.
And how much does that change from what we have in place now? The game needs to know what is slotted already. It's probably a text entry in a log with a pointer to a toon. There is not much difference if said pointer could be used for loadouts.Yeah that would be a good thing but I'm guessing there is no structure in the game to allow that. Meaning basically a whole new system of inventory management and tracking would have to be introduced. The server would need to know what all your characters are wearing as gear pretty much all of the time. Tracking more items means taking more resources to do so.
Let me try to explain the blueprint idea a bit better. Let's assume you go to Sunspire and farm the False God set. My idea of the blueprints is that you do not get say a belt drop that's ready to use. Instead the blueprint for the belt would drop in a particular trait. For example you get the blueprint for a belt in divines. You could read and learn this blueprint so it would be added in your crafting library. From that point on you could craft this item if you really want it. Ideally you would not get redundant blueprint drops again so there is no need to log those anymore. Instead different traits would drop as additional blueprints until you completed the set with all traits and possibly unlocked an achievement for doing so. Instead of redundant blueprints you could get drops with material for sale or to dismantle. So material that will be in your inventory only for a short time and is not supposed to be a keeper.Number two is simply swapping one item for another. The game still has to track it. I suppose if you are using identical daggers it might free up one spot. Then again to actually use those daggers you would need to go craft them. To me this adds an unnecessary step to the game and doesn't provide any real benefit. I'm also assuming the blueprints would still take a slot in the inventory so no help there.
As you see, the blueprint idea would basically follow your thought creating incentive to play the content. The way the transmutation containers are treated atm is executed in a... let's say lackluster way. I see the reasoning for it and I'm aware that some kind of limitation might be in need but that goal might be achieved more elegantly in another way eventually.I do agree it would be nice to be able to stack unused siege equipment. I think that is something they might be able to do? Transmutation doesn't stack because they are a compromise of sorts. ZoS doesn't want players to be able to just transmute a full set of equipment basically on a whim. We get to transmute items to lower the grind of looking for a specific trait. MMOs need people repeating content though and to that end that is why transmutation containers do not stack.
Yes it's been an example tho. While there is no need to have higher stacks for food or pots for the reason you gave there's also no reason to prohibit it basically for the same argument. It would just give players more flexibility who, for example, burn through PVP potions a lot but don't have the desire to return to the base to recraft their pots more often than need be. Flexibility, quality of life, that's aspects ESO should focus on some more (on top of performance obviously).Foods and potions work kind of like you want armor to work except no blueprint. You don't need multiple stacks of food and potions because you can make more at any time.
[snip]
It would also help with certain grinds a lot of players regularly do, for example:
- Run PVP on different toons but same setups to effectively grind PVP rewards
- Run VMA with different toons but same setups
- Run trials on different toons but same setups for leaderboard rewards, scores or achievements
- Run battlegrounds... I think this concept became evident by now.
[snip]
AuraStorm43 wrote: »As ESO continues to grow and add more sets, the storage space we have has been stuck at 480 for + members for quite some time
I propose they increase it to 600, and also allow siege to stack
Short answer is probably leaderboards.redgreensunset wrote: »Okay but there went the whole purpose of alts. What's even the idea of having alts if all you do is play them all in the exact same way?
A bit hard because of traits, you can also change enchants and gold out.ValkynSketha wrote: »How about armour/weapons/jewelry set storage collection, with achievements tied to collecting them.
Dusk_Coven wrote: »(1)
A stack size multiplier. Account-wide purchase that increases the size of ALL types of stacks you can have in inventory.
For example, food stacks to 100 units right now. A single purchase of a Stack Size Multiplier (+1x) would change that maximum stack to (100 x (1+1)) = 200.
Unlimited purchase amount.
Since people actually have literally thousands if not tens of thousands of a material, the ESO+ Crafting Bag is definitely not obsolete.
What this product does is help people go on a lighter play schedule of maybe just logging in for daily rewards and Hirelings while they are on vacation, for example. They can subscribe when they are back to shove everything into the Crafting Bag.
BXR_Lonestar wrote: »I agree with this, but in the interim, I've been making use of the coffer chests that you can get from the master writ dude (or with crowns). They're helpful in storing stuff you've golded, monster sets, or master writs that you will do eventually.
I know this is an old post.. but we still need upgrades to a lot of things and it's getting really annoying now.
They keep adding motifs, armor sets, Furnishing and mythical items but they are not increasing:
1. Chests
2. Bank slots
3. Inventory slots
4. Housing furnishing slots.
We need more of these.. Its time..
Maybe also update the outdated textures of the old armor to be on par with the newer looking armor styles.
Lastly, and this is more personal.. please stop adding in new huge houses that almost no one is buying and add more medium size homes that can actually be somewhat fully furnished.
I will keep supporting zenimax with ESO+ and buying crates and whatnot, but zenimax need to start supporting their players too..