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Simple solution to some of the inventory problems

NukaCola
NukaCola
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The biggest problem i have is all the weapons and armor piling up because of research.
They could simply add a queue feature for the research so that you can add all the gear you wish to break down in to the queue. Items placed in the queue could be unremovable so that players could not use this as an optional bank.
  • Maarek
    Maarek
    I too could use something like this as well. I have taken to giving up on crafting/researching "everything" and focusing instead on one area like Light armor, and then moving onto medium afterwards, so I don't have to carry it in my bank until I am ready for it...
  • Stautmeister
    Stautmeister
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    armor and weapon? Guess your not doing both provisioning and enchanting :)
    An orc marrying a wood elf?! Enjoy your Borsimer mutants!
  • Sorpaijen_ESO
    Sorpaijen_ESO
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    I have an alt who is currently sitting on about 54 items for future research... I would LOVE this kind of queue system, but I doubt it's something enough people want, and of course once you're finished researching, you have no need of it any more and if you NEVER research you don't need it.

    I WOULD like to play that current-bank-mule character at some point, though. Just have to wait for all the research to dwindle down....
    Edited by Sorpaijen_ESO on April 23, 2014 3:04PM
  • Silverglass66
    Silverglass66
    Soul Shriven
    I just created 4 extra characters (for later play) and leave them parked at the banks to store excess materials. There is not much that needs more that 1 stack in the bank so I manage to store a lot of the things my main character needs to use for research in the bank (for Blacksmithing, Woodworking and Tailoring). For example I find that its not really worth using many of the gems or runes while leveling my main so they can be stored the backup characters until I start levelling an Enchanter or making high level gear.
  • Animal_Mother
    Animal_Mother
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    Wouldn't this circumvent the perks you can spend points on to increase number of research able items and decrease their research time? There's really no point in investing these if a player can just throw everything into a queue.
  • RylukShouja
    RylukShouja
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    Wouldn't this circumvent the perks you can spend points on to increase number of research able items and decrease their research time? There's really no point in investing these if a player can just throw everything into a queue.

    Yes and no. It would reduce the space you need but you would still only research one at a time. When you take the perks your second or third researches would just pull from the next items in the queue.

    Only problem with this idea is if you find a trait you didn't have before that you really wanted to research...but you have 25 items stuck in front of it. I don't mind the current system, I just use a mule to hold the extra stoofs I'm waiting to research.
  • zaria
    zaria
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    You learn early that some traits are more common than other, infused, well fitting and sturdy don't need to be stored. You can also swap traits with some junk items. Last the shop can be used for storage :)
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • NukaCola
    NukaCola
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    Wouldn't this circumvent the perks you can spend points on to increase number of research able items and decrease their research time? There's really no point in investing these if a player can just throw everything into a queue.

    Yes it would take something away from this perk. But this perk is pointless anyway. It becomes dead after you are done with all the research. All it does is make you finish the research process faster.

    I think the inventory should be reserved for the loot you find when you go explore and the bank should be for the crafting materials and for the things you want to sell.

  • Orizuru
    Orizuru
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    I just stopped storing items for research. About the only time I ever save one is if it's something like Impenetrable on Medium or Light armor.

    If you storing 50+ items for research then I think you may need to learn to just let some of them go. Nothing is really THAT rare. With the amount of time it takes to complete one research, I can't help but feel that storing that many items SHOULD be counter productive to inventory management.
  • Maarek
    Maarek
    Even better yet, why not just get rid of the item storage all together.

    - You learn the trait from an item - the item then disappears, but then you still have to devote the research time to "unlock" it.

    So that defense trait on that sword I like, I study the sword. The sword disappears like now, and then the trait becomes researchable. I then goto the crafting station to research sword defense.

    That would alleviate the need for storing the items - no need for a 2nd bank - and yet still require you to find said item with the trait first.

    Could even be part of the deconstruct system where you unlock the trait when you deconstruct the item - (but only if you get the corresponding trait gem)

    This is pretty much how the system is run now, your just moving stuff around a little as unlocking the trait, would be different that researching the trait, yet still taking the time to research it without that piece of equipment filling up bank space...

    Just an idea...
  • ElSlayer
    ElSlayer
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    Well, I think that is OK when you try to store items for every SLOT and every TRAIT for ALL of professions?
    Maarek wrote: »
    Even better yet, why not just get rid of the item storage all together.

    [ . . . ]

    Just an idea...

    Why don't you get rid of leveling and give VR10 characters from start?
    Why don't you get rid of professions and just make all items craftable by default?
    Why don't you make a "win the game" button?

    Just a bunch of cool ideas...

    There should be difficulties to make results more rewarding and satisfying.
    @d0e1ow: There is no singular thing within a game's little ecosystem that will convince you that you hate the game, hate your life, and hate everyone around you faster than the game's official forums will.

    @TaffyIX: Life is too short to get upset by a video game.
  • Maarek
    Maarek
    ElSlayer wrote: »
    Well, I think that is OK when you try to store items for every SLOT and every TRAIT for ALL of professions?

    Many players do that... Right now I have:

    Templar - Enchanting and Alchemy
    Sorcerer - Woodworking and Clothing
    Dragonknight - Blacksmith
    Templar - Provisioning

    3 Characters for Storage

    I like to craft as do many others, and a lot of folks like to do everything, they're not satisfied with just one facet of it, they want to do it all. I really have no problems with the way it's done, as I am running through just collecting certain aspects at first and them moving on to the next. What I suggested, is not changing what we are currently doing, in fact, it makes it harder if you have to deconstruct an item with the trait, in order to get a chance to get the associated trait gem, before you are able to research said trait. It just gives deconstructing another bonus, while only taking away used bank space.




  • Makiaveli
    Makiaveli
    Stupid question time....I take it that if I research Well Fitting from a piece of Light armor, I won't be able to use it when I create a piece of Heavy armor?

    If so, does it apply to the location, ie get it from Light gloves, I can't use it on Light boots?

    Still trying to process someone saying they have 54 pieces stockpiled....
  • Evergnar
    Evergnar
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    Makiaveli wrote: »
    Stupid question time....I take it that if I research Well Fitting from a piece of Light armor, I won't be able to use it when I create a piece of Heavy armor?

    If so, does it apply to the location, ie get it from Light gloves, I can't use it on Light boots?

    Still trying to process someone saying they have 54 pieces stockpiled....

    Yes, it is both type (light, med, heavy) as well as location (jack, boots, belt) specific.

    So if you research a reinforced medium jack you can only create a medium armor jack w/ reinforcement. You wouldn't be able to do light/heavy nor boots or helmet.

    What does not affect it is racial motifs or the level.
  • thisisdustinsemail_ESO
    Another person wanting to fix the game's problems? Pftt get in queue.

    :p
    Edited by thisisdustinsemail_ESO on April 24, 2014 12:01AM
  • Makiaveli
    Makiaveli
    Evergnar wrote: »
    Makiaveli wrote: »
    Stupid question time....I take it that if I research Well Fitting from a piece of Light armor, I won't be able to use it when I create a piece of Heavy armor?

    If so, does it apply to the location, ie get it from Light gloves, I can't use it on Light boots?

    Still trying to process someone saying they have 54 pieces stockpiled....

    Yes, it is both type (light, med, heavy) as well as location (jack, boots, belt) specific.

    So if you research a reinforced medium jack you can only create a medium armor jack w/ reinforcement. You wouldn't be able to do light/heavy nor boots or helmet.

    What does not affect it is racial motifs or the level.

    Thanks for the info. That will change my plans. At least I've only started researching one weapon that I won't be using....but hey that means I can sell some stuff I've been saving :)


  • Tiki99
    Tiki99
    Just give us an materials bank tab, 100 of each material upgradable to 500 or 600.
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