j.murro2ub17_ESO wrote: »Stop trying to hoard everything - put it to use - sell to merchant -craft items - deconstruct items. Don't try to master every crafting skill. After a session of questing, hunting and dungeons and my pack is full - I take a break, go to town unload all of the crap - sell or decon - then go back out with a clean pack.
Man, is it that hard to do? and YES this has been discussed - boringly - many times before if you read the forums.
j.murro2ub17_ESO wrote: »Stop trying to hoard everything - put it to use - sell to merchant -craft items - deconstruct items. Don't try to master every crafting skill. After a session of questing, hunting and dungeons and my pack is full - I take a break, go to town unload all of the crap - sell or decon - then go back out with a clean pack.
Man, is it that hard to do? and YES this has been discussed - boringly - many times before if you read the forums.
If the problem doesn't effect you then that's fine, move along. If you have some point to make as to why the inventory should remain small, make it (though nobody yet has). There is no negative consequence to having a larger inventory for those who need it.
If the problem doesn't effect you then that's fine, move along. If you have some point to make as to why the inventory should remain small, make it (though nobody yet has). There is no negative consequence to having a larger inventory for those who need it.
Except there are consequences to increasing inventory space for everyone.
The devs have already stated quite bluntly that inventory size is meant to limit your ability to level all the crafting skills at the same time. It's intended to force you to narrow your focus when crafting if you want to have space in your inventory for other things.
When you understand the design philosophy, it doesn't take a genius to recognize that the developers will desire to take other actions to limit crafting in other ways that could end up reducing the options available to all players in unknown ways.
Besides, simply adding more inventory space won't solve your problem. It just delays the problem. If you don't enjoy organizing and managing 100 inventory slots, you won't enjoy it 200 or 300 either. You can just ignore the problem for a longer period of time before the game forces you do something about it.
I see asking for more inventory space as a form of procrastination really.
The devs have already stated quite bluntly that inventory size is meant to limit your ability to level all the crafting skills at the same time. It's intended to force you to narrow your focus when crafting if you want to have space in your inventory for other things.
When you understand the design philosophy, it doesn't take a genius to recognize that the developers will desire to take other actions to limit crafting in other ways that could end up reducing the options available to all players in unknown ways.
jquestb16_ESO2 wrote: »It's not that they want to make inventory fun or realistic. The reason for limiting banks and bags is server space. Each character is stored on a server, the more items the bigger the file size of your toon becomes. It's like asking icloud why can't we have unlimited space for free?
Cause it costs $$$ think how big that database would be if everyone had unlimited bag space.
I don't really understand if, or how the current system was designed to work. The shared bank is nice for transferring between alts, but the irony is that I can't afford to have any alts because all other 7 of my character slots are mules. I only keep relevant-level materials (and sell the lower ones) and I have about every add-on dedicated to inventory management. Something really needs to be done about this; though I do like my main character, I don't even currently feel like I have the option to make an alt.
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Guild banks are not a solution for personal inventory - they are a workaround for a select few that don't mind dedicating an entire guild slot just to this. Few people are willing to simply give you one of their guild slots so you can have a bank. If you share, there are huge risks involved. Regardless of that, it should not be required.
j.murro2ub17_ESO wrote: »Stop trying to hoard everything - put it to use - sell to merchant -craft items - deconstruct items. Don't try to master every crafting skill. After a session of questing, hunting and dungeons and my pack is full - I take a break, go to town unload all of the crap - sell or decon - then go back out with a clean pack.
Man, is it that hard to do? and YES this has been discussed - boringly - many times before if you read the forums.
I've mentioned this before, but even if a character was limited to 1 craft at a time we're only talking about 5 necessary characters in concordance with the 5 crafts. The space utilized is more than that. Unless you're saying that one person's account should only support a limited number of crafts, which I simply don't and will not agree with.
Except there are consequences to increasing inventory space for everyone.
The devs have already stated quite bluntly that inventory size is meant to limit your ability to level all the crafting skills at the same time.
When you understand the design philosophy, it doesn't take a genius to recognize that the developers will desire to take other actions to limit crafting in other ways that could end up reducing the options available to all players in unknown ways.
Besides, simply adding more inventory space won't solve your problem.
It just delays the problem. If you don't enjoy organizing and managing 100 inventory slots, you won't enjoy it 200 or 300 either.
You can just ignore the problem for a longer period of time before the game forces you do something about it.
I see asking for more inventory space as a form of procrastination really.
https://www.youtube.com/watch?v=fLrpBLDWyCI Yes, that is completely reasonable, but no one is complaining about that. It is apples and oranges.This is on the very same page you're posting on, Sendarya.I've mentioned this before, but even if a character was limited to 1 craft at a time we're only talking about 5 necessary characters in concordance with the 5 crafts. The space utilized is more than that. Unless you're saying that one person's account should only support a limited number of crafts, which I simply don't and will not agree with.
To answer your question, yes I think it is completely reasonable that one character should be able to handle 1 craft, maybe even 2.
The inconvenience is why I mentioned keeping only items with traits that are rare Obviously you prioritize which armor you keep for making armor sets with bonuses.Allyah, as I have already noted, selling off traits for inventory space is just trading one inconvenience for another. I clearly showed I kept only 1 of each type of trait stone, on top of that. It can be as hard to find "well-fitted" on some pieces as it is to find "divines". No, maybe I won't use well-fitted, but I'll certainly use set crafting which stems from number of traits researched.It should be pretty apparent to you by now which traits are rare on items. Get rid of those that aren't rare. Cut back on any type of armor/weapon you do not use or never plan to use or plan to use but not use in the near future. Keep one stack of trait stones. Keep more stacks of stones whose traits you like the most if and only if your inventory space allows. You don't need trait stones to research, you only need them to craft (and only if you want to put a trait on something). Keep rare racial stones.[...]
Traits: Traits take up huge amounts of space. Many trait/item combinations are very rare, and I don't think it's reasonable to ask me to trade one big inconvenience (inventory space) for another (finding new traits every time I want to research). Do some math with me:
There are 34 types of items in the game. Each item can have 8 different traits. Obviously I've already researched some, so let's say 5 different unresearched traits each. 34x5 = 170 / 60 Here we already have almost 3 entire characters used up to hold unresearched traits. Add on top of that trait stones (16, 8 weapon 8 armor) and we're on character #4. Do I need them? I think so. I'm not going to go from town to town screaming to buy trait items every 12 hrs - 2 days for exorbitant fees when I need to start research. To suggest I do is to say I should trade one enormous inconvenience for another. Let's not forget the 4 rare racial stones.
I tell you to get rid of ingredients that you do not have the recipe for and those below your provisioning level and you feel the need to tell me that you have the recipe for VR1-VR5. That's cool and completely within your power. But your refusal to get rid of items that are below your level just furthers the point that you are hoarding items. I don't understand why you mentioned the price of ingredients at all.I'm not sure if you've ever actually worked on provisioning, but as I've said I only keep the VR1-5 primary ingredients. No, I'm not going to sell those off. The other ingredients run from 60-300g each on top of that, and I have recipes for all of them.Only keep food items of one type. Sell the rest. Get rid of any provisioning ingredients that you do not have the recipe for and those below your provisioning level.Provisioning: As I've said, I keep only VR1-5 (relevant) food items. Here's the chart: http://tamrieljournal.com/eso-provisioning-ingredients/
12 Tier 3 Ingredients
6 Tier 2 Ingredients
5 Primary Ingredients
12 Secondary ingredients
There goes another 35 slots for one profession. Total is now 225 indisposable items.
Not a valid response to what I said.For the normal crafts, I already pointed out that I do sell the refined materials, but this is in itself inventory management.Use the refined material. Sell the items you get from it or give it away to someone to deconstruct. You can also deconstruct it yourself but because you only get partial experience, the other options are more efficient. Keep blue, purple, and orange improvement mats and one stack of the green (more if inventory space allows).Woodworking, Blacksmithing, Clothing:
I tend to get 2 tiers of these at once (a tier higher than my current level, and my current level tier). So in raw materials, with 2 stacks being refined and the other stack being unrefined (accumulated as I find it), that's 9 inventory slots. I could perhaps delete my refined materials or perpetually sell them in zone, but that's not any more efficient than spending the time to bank them. Each craft has 4 improvement materials, bringing this total to 21, and a grand total of 280.
So what your saying is, you hoard potions because you might use them at a later point in time despite the alchemy reagents being incredibly easy to get. And then you mention having many elixirs. I probably should have mentioned that you don't need more than one stack of usable potions of a certain type. I just assumed you would realize it because of all the other things that I said to keep only one stack of.For Alchemy, you can't merely predict every type of potion you will ever need. Potions stack up quickly, I don't need 400 elixirs of health on me at any one time.Use herbs as you get them. Sell potions that you won't use, yourself (one or two types at most). Keep only the VR5 stacks of water. This is the easiest crafting to manage. Approx. 2 stacks of water, 2 alchemy herbs, 2 potions that you use. So... you just opened up 2/3 of the space you were using needlessly.Alchemy: There are 18 types of herbs in the game. You cannot just buy water, so I also keep 2 stacks of VR1 and 2 stacks of VR5 water. That's another 22 slots. So that brings our total to 302 items you're not going to convince me are pointless. That's 5 characters completely filled out.
Again, you choose to keep something you don't need.Finally, I have already said I won't include the training set as a totally necessary use of inventory. However, I do, in fact, use it. (One set is Medium - current skill 43, the other is light, current is 45. They'll be dissembled once the training is complete).If you never use it on the only character you currently have, get rid of it. Keeping extra sets of training gear is unnecessary. If you need to level up a certain type of armor, keep most of what you currently wear and supplement it with a couple of pieces of the different type of armor. Keep trophies/costumes that you want to keep.So now here is what you could call debatably wasteful: Crafted potions and food not currently in use (I alternate foods as I quest, pvp, or do dungeons). A set of tanking gear for dungeons. A set of training gear (1 in bags, 1 in bank) to swap to for quest completion (for those of you not yet in vet levels, you max out your current skillset and don't want to be wasting exp). Add in trophies, that's 6 characters.
This thread isn't about you, but you felt the need to post what your inventory looked like as an argument towards needing some form of better inventory management. My post was both advice and a way to make the point that it is your choice to make inventory management harder for yourself.Now, this thread isn't about me personally as I've reminded everyone a dozen times. Don't tell me your inventory is great and mine sucks. Stop trying to pick me apart because you don't agree and address the actual issue at hand. Give me the "pro-tiny-inventory" side of the argument.Imprudent is a better word than wasteful and you are more than just a little imprudent with your inventory space. No, it's not right that you need 6 characters to hold your crap, and it's exactly what people have been telling you. You are a hoarder. If you wish to convince anyone otherwise, learn to prioritize what you really need to keep.[...]So let's say I am slightly wasteful and only 6 characters are necessary. Does that seem right to you?
In fact, as I have stated earlier, I am leveling all crafts (but one), but on 2 characters, and it DOES make inventory management much easier, because there is a lot less switching stuff around. Unless you are leveling all characters at the same time too....and that is really unlikely.
Play character one for an hour, manage inventory, pay character 2 for an hour, manage inventory. People don't tend to play that way. They play a character for a few hours a day. Maybe the next day they play one of their alts for a few hours. And so on.
P.S. I cannot believe I have to explain this to people, but "play the way you want" does not mean every single play choice is going to be equal. What if I want to play naked in vet areas? Should that be an equally viable option to people in full set gear with nice enchants and so forth just because I want to play that way? No.
You CAN play the way you want. You CAN max all crafts on ONE character, it is totally possible. Many people are doing it. It just causes more headaches...
P.S. I cannot believe I have to explain this to people, but "play the way you want" does not mean every single play choice is going to be equal. What if I want to play naked in vet areas? Should that be an equally viable option to people in full set gear with nice enchants and so forth just because I want to play that way? No.
You CAN play the way you want. You CAN max all crafts on ONE character, it is totally possible. Many people are doing it. It just causes more headaches...
Stop straw manning and reply to the real argument I presented. Do you really feel that unlimited crafting and unlimited space together are a good idea in an MMO?
To answer your question about why it is a bad idea, it is because if everyone can easily be 100% self sufficient, it degrades the in game economy. No need for players to trade, or buy and sell from each other. Anything you need you can easily make yourself. Then why even play an mmo? Just play an es game where you have unlimited storage... oh wait, they impose weight restrictions too. Aren't we all glad they don't have that?
Just to clarify, I am all for banking tools. No where have I ever stated being against that, nor is this thread mainly about that. Tabs, sorting, mini-bags, special crafting bags, etc. are all good ideas and I hope TOOLS such as this are implemented.
This is about SPACE. Specifically that some people feel current space options are too small to do everything the want without much hassle, causing them to shuffle thing around multiple mules.
Do you really feel that unlimited crafting and unlimited space together are a good idea in an MMO?
To answer your question about why it is a bad idea,
it is because if everyone can easily be 100% self sufficient, it degrades the in game economy.
No need for players to trade, or buy and sell from each other. Anything you need you can easily make yourself. Then why even play an mmo?
Just play an es game where you have unlimited storage... oh wait, they impose weight restrictions too. Aren't we all glad they don't have that?
There are very good reasons why MMO's tend to restrict crafting in some way. I just laid out the most obvious one.
Also, are there any mmo's that have crafting as an important feature that actually do allow you to actively practice all crafts with massive or unlimited inventory? If so, I am curious to hear which those would be, as I am not aware of any.