Oevaag_Bur wrote: »The only point I really agree with is the last one for trophies/disguises/vanity pets tbh.
I too used to have inventory management issues until I learned what items to keep and which not to. Was trying to do too much too early basically. Makes a hell of a lot of difference once you open up the extra bank/inventory slots. Still have one mule but I'm not needing to go back to town every 30 minutes any more.
Blackwidow wrote: »I understand some of you are able to deal with the system as is, and some of you even like the system the way it is, however I am asking if you would like these improvements added to ESO.
I posted this in poll form, so the no's can get a chance to vote their side as well.
- Add a personal bank tab: The shared bank is decent for convenience, yet the amount of inconvenience one suffers through because of the inventory choke hold really eclipses that. With a personal bank tab that was upgradeable, you even have another expense for the compiling gold.
- Add a crafting materials tab: This follows the same idea as above, and addresses one of ESO's worst culprits. Frankly, both of these tabs could be added to the game and we would still need to have mules on top of it.
- Separate and/or remove the inventory slot use of provisioning items: Provisioning particularly is a troublesome beast; in previous elder scrolls games, typically the reason you weren't that limited to picking up food/alchemy items is because they weighed basically nothing. That's not the case here, where a tomato takes up the same amount of space a greatsword does.
- Reduce the gold cost of bank slots: The inventory costs seem manageable; the bank slots are not. 20k is a decent maximum for personal inventory - it doesn't seem like a good spot for less than half of the maximum bank slots.
- Increase stack sizes to 200-1,000: Again addressing the problem with crafting materials, this would at least allow for them to be managed without requiring much of a change to the game.
- Double bank space: I understand it can be difficult to appease all crowds; those who already spent a lot of gold to increase their bank space would be justifiably angry if the costs were retroactively lowered. This kind of change would allow for those upgrades to still remain in effect while helping to address the issue.
- Allow certain items to be "Locked": As not to appear on deconstruction/sell lists, this would at least allow for inventory cleanup to be done with greater speed and efficiency without risking your precious [alternate] suit of armor.
- Include a separate, non-burdening category for Trophies & Costumes: These things typically serve no purpose - but, you can't get them again, making for a choice of the lesser between two evils. Since they are utterly non-beneficial, they should be moved to their own category (the way quest items are) which does not use up inventory space.
Blackwidow wrote: »I understand some of you are able to deal with the system as is, and some of you even like the system the way it is, however I am asking if you would like these improvements added to ESO.
I posted this in poll form, so the no's can get a chance to vote their side as well.
- Add a personal bank tab: The shared bank is decent for convenience, yet the amount of inconvenience one suffers through because of the inventory choke hold really eclipses that. With a personal bank tab that was upgradeable, you even have another expense for the compiling gold.
- Add a crafting materials tab: This follows the same idea as above, and addresses one of ESO's worst culprits. Frankly, both of these tabs could be added to the game and we would still need to have mules on top of it.
- Separate and/or remove the inventory slot use of provisioning items: Provisioning particularly is a troublesome beast; in previous elder scrolls games, typically the reason you weren't that limited to picking up food/alchemy items is because they weighed basically nothing. That's not the case here, where a tomato takes up the same amount of space a greatsword does.
- Reduce the gold cost of bank slots: The inventory costs seem manageable; the bank slots are not. 20k is a decent maximum for personal inventory - it doesn't seem like a good spot for less than half of the maximum bank slots.
- Increase stack sizes to 200-1,000: Again addressing the problem with crafting materials, this would at least allow for them to be managed without requiring much of a change to the game.
- Double bank space: I understand it can be difficult to appease all crowds; those who already spent a lot of gold to increase their bank space would be justifiably angry if the costs were retroactively lowered. This kind of change would allow for those upgrades to still remain in effect while helping to address the issue.
- Allow certain items to be "Locked": As not to appear on deconstruction/sell lists, this would at least allow for inventory cleanup to be done with greater speed and efficiency without risking your precious [alternate] suit of armor.
- Include a separate, non-burdening category for Trophies & Costumes: These things typically serve no purpose - but, you can't get them again, making for a choice of the lesser between two evils. Since they are utterly non-beneficial, they should be moved to their own category (the way quest items are) which does not use up inventory space.
Very nice to post suggestions, but its obvious that you have not understood the feature of the banking system.
I dont want to see any of these things in the game.
You are not supposed to be able to keep everything.
Also, there are guild, guild bank and guild store features/changes coming. Just check the list that Zenimax have released.
You are not supposed to be able to keep everything.
Also, there are guild, guild bank and guild store features/changes coming. Just check the list that Zenimax have released.
Blackwidow wrote: »You are not supposed to be able to keep everything.
Adding a little more bank space would not let you keep everything. Using hyperbole to make your point does not help you.Also, there are guild, guild bank and guild store features/changes coming. Just check the list that Zenimax have released.
This is not about guild banks and guild stores.
In summary. When someone wants to make more room for provisioning or other materials I would like first to ask: Why do you need all materials? Please learn and keep only needed items - this is first rule of having space in your bag.
I got provisioning on level 50 and collect only 8 items for provisioning.
I got alchemy on level 50, buit you will not find wormwood there. Actually I could keep only 5 items for alchemy now. Purified water goes to guild bank if I collect it accidentaly.
So I got plenty of space in my bank and still can but 20 additional slots. I use pack horse, so my inventory has now 130 slots and usually I can clean it up to 40 items.
So indeed we can say - no need to learn and think, give us 1000 slots and give us more power and game will be soooooo duuuuuuuul.
2. Add crafting materials tab
I got crafting materials tab, not sure what do you mean by this.
Blackwidow wrote: »72% yes. Not a word from ZOS.
nerevarine1138 wrote: »Blackwidow wrote: »72% yes. Not a word from ZOS.
They don't reply to most threads on the forums, even the ones with a whopping 72% approval rating.
If you want ZO to read your ideas, use the /feedback feature in-game.
Catches_the_Sun wrote: »You have to consider the consequences of such changes other than "well it'll make my life easier". There are NO limits to the number of crafts that you can pick up & master...other MMOs have these limits. The only real limitation is inventory space. If you want a system where everybody becomes self-sufficient, selling crafted goods becomes a thing of the past & socialization suffers, you voted Yes.
Blackwidow wrote: »Another fact. This is a terrible way to try to stop people from crafting. There has to be a hundred better ways to limit crafting in an MMO.
It is in the game. The Addon API is integral part of the game. They invested work for every single addon we made.Blackwidow wrote: »There is a addon for this. It is exactly the kind of stuff they gave us the Addon API and the ability to add filtering to most screens in the first place.
Thank you for the addon link.
However, simple things like this should already be in the actual game.
ferzalrwb17_ESO wrote: »I don't care yet. The rest of the game is so broken that this trifling stuff just doesn't even enter my mind. Fiddling with stuff like this would give them an excuse to continue ignoring all the major issues. IF they can get the rest of the game working then, sure, let's play around with inventory and banks. I'm pretty sure that's not the reason there's a mass exodus from the game.
Blackwidow wrote: »Catches_the_Sun wrote: »You have to consider the consequences of such changes other than "well it'll make my life easier". There are NO limits to the number of crafts that you can pick up & master...other MMOs have these limits. The only real limitation is inventory space. If you want a system where everybody becomes self-sufficient, selling crafted goods becomes a thing of the past & socialization suffers, you voted Yes.
Please list these consequences.
Just FYI, this does not stop people from crafting. I have one character who has mastered all the crafts.
This bank system just makes the game tedious.
"everybody becomes self-sufficient"
Is this it? Is this the consequence(s). This one issue?
Let me tell you a fact. A lot of people don't craft in MMOs. There will always be people to sell to.
Another fact. This is a terrible way to try to stop people from crafting. There has to be a hundred better ways to limit crafting in an MMO.
ferzalrwb17_ESO wrote: »I don't care yet. The rest of the game is so broken that this trifling stuff just doesn't even enter my mind. Fiddling with stuff like this would give them an excuse to continue ignoring all the major issues. IF they can get the rest of the game working then, sure, let's play around with inventory and banks. I'm pretty sure that's not the reason there's a mass exodus from the game.
For those of us, who may well spend hours (no, I am not exaggerating I wish I was), That is not a small issue at all. Paying a monthly sub, only to be doing this, is a huge waste of time and money.
I appreciate you may not be doing this yourself, but consider the amount of people who unsubbed over the amount of time, they spent travelling on their horse in Cyrodiil. People did leave over it. This is how I am feeling over this, and so are others. People have given this as reason for leaving. They want to play, not spent 30 mins or more each night logging in and out shuffling items around.
If this is not a primary reason to leave, it will be a compounding one. Do not underestimate this being a bunch of the straws that breaks the camels backBlackwidow wrote: »Catches_the_Sun wrote: »You have to consider the consequences of such changes other than "well it'll make my life easier". There are NO limits to the number of crafts that you can pick up & master...other MMOs have these limits. The only real limitation is inventory space. If you want a system where everybody becomes self-sufficient, selling crafted goods becomes a thing of the past & socialization suffers, you voted Yes.
Please list these consequences.
Just FYI, this does not stop people from crafting. I have one character who has mastered all the crafts.
This bank system just makes the game tedious.
"everybody becomes self-sufficient"
Is this it? Is this the consequence(s). This one issue?
Let me tell you a fact. A lot of people don't craft in MMOs. There will always be people to sell to.
Another fact. This is a terrible way to try to stop people from crafting. There has to be a hundred better ways to limit crafting in an MMO.
I played SWTOR, I had a lightsaber and weapon crystal/upgrade. I had a cybernetics crafter, a weapon crafter and a stim maker, in various stages of progression. I was getting pretty self sufficient, and I doubt I was the only one. There was still an economy just fine. Not destroyed by those of us who went self sufficient.
Again people are making things up to look smart and knowledgeable. I would be very surprised, and unimpressed if ZOS thought this was a wonderful way of controlling crafting professions.