Blackwidow wrote: »Even you admit there are lots of inventory issues, yet you fight to keep the system as is.
Amazing.
Actually I said there will be issues if you play a certain way. Mainly picking everything up and saving it all for a rainy day.
You refuse to adapt to the system put in front of you, it's your own fault for not avoiding the issues it can create. Are your crafting skills all at 50? So why are you saving stuff in your bank? Use it, level up and put that bank space to better use.
I did read the thread and even responded to it.fredarbonab14_ESO wrote: »"Inventory is unmanageable" - for the pack rat; keep less. Simple.
Read the actual thread, not just the title.
@Allyah, the post in question did not address or have anything to do with you, nor was it inflammatory.
He had no intentions of reading the thread. He is one of the less committed dissenters, who charge in, grunt once or twice to make a blanket statement, with derogatory tone, and move on.
Had a few here, and about 3 or so committed objectors, who just repeat the same things over again, with same put downs. None of which are worth getting wound up over or engaging. Tempting though it can be I do accept.
Blackwidow wrote: »Even you admit there are lots of inventory issues, yet you fight to keep the system as is.
Amazing.
The only option to actually fix this would be to essentially make your bank space unlimited. Why would an unlimited bank be good for this game?
kassandratheclericb14_ESO wrote: »I just fail to see how we are supposed to play "how we like" and be limited to crafting just one craft on one character.
You're not limited to just one craft per character. But, when you try to pick up everything and level everything at the same time, you're going to run into lots of inventory issues.
Start with provisioning. Level that skill up quickly at low levels. Once you've reached 50, which shouldn't take very long, stop picking up ingredients you don't need. Keep track of which items you need for your current food and only worry about keeping those. Maybe learn the rare ones and save those too, even if just to sell them later.
Alchemy does take longer than provisioning, but once you've learned the traits of each reagent, you don't need to pickup and keep them all anymore. You can figure out which 3 you need for your potions and then collect only those.
Enchanting is a tough one, but only if you're like me and want to keep a collection of runes in storage for a rainy day. If I had issues with space I would simply turn every runes I get into a glyph on an alt, or trade glyphs with another person. If the goal is to get level 50 enchanting, and not to collect runes, there shouldn't be much issue with inventory space.
For wood, cloth, and metal working it's really simple, just deconstruct everything and sell most of it to either players or vendor it. It's worth keeping a stack of the trait stones in your bank, racial material too, but that can also be bought from NPCs, so not needed. Obviously keep the upgrade material, but that's only about 9 slots.
What does that even leave? Some trophies, rare stuff like kuta runes, pets, soul gems, maybe some unique weapons.
There isn't all that much you actually need to keep in order to level up your crafting skills. I find it's just the urge to keep everything that makes inventory unmanageable. If someone wants to become a master craftsman in every skill, the inventory space is going to suck, but if you level them up gradually over time, without saving every material associated with every craft, you'll do fine. It's not like Jute is ever going out of season, it'll still be growing there if you ever need it.
Blackwidow wrote: »
badmojo wrote:
240 bank spaces. But, that doesn't seem to be enough for some people. What exactly is this magic number that you think will solve all your inventory problems?
I'm not saying it HAS to be unlimited. I'm saying if you can't make it work with 240 bank slots, I have doubts you could make it work with 500.
I guess I have to repeat myself some more, because you keep insisting I have mule characters.
It's my opinion that any increases in bag/bank space will make them irrelevant, therefore they might as well be unlimited.
"After that I have 4 characters who hold associated materials. Tailor, Blacksmith, Woodworker, Alchemist. Leaving 4 main accounts for me to play on, which are the four classes & three factions."
You can pull up all the quotes you want from me. I'm completely honest in my posts. Mule, character, whatever, does it change anything?
I once said it wasn't a mule, it was a crafter, and ever since then you've been locked on to that one thing like it even matters. It's just terminology, no matter what we each call it, it's a character with inventory space, I won't deny that. But, what's your point?
I'm curious why alchemy is the one you decided to get rid of for space. That is one of the easiest to deal with inventory-wise. Keep one stack of water for the highest level you can craft and use the alchemy ingredients as you get them. Sell whichever potions you don't use. If you need inventory space, the first thing that should go is enchanting materials. That **** is brutal on space.kassandratheclericb14_ESO wrote: »[...]I gave up alchemy because it was too much. I am doing cloth/leather, provisioning and enchanting. I am probably going to have to give up enchanting if it keeps on like it is.kassandratheclericb14_ESO wrote: »I just fail to see how we are supposed to play "how we like" and be limited to crafting just one craft on one character.
You're not limited to just one craft per character. But, when you try to pick up everything and level everything at the same time, you're going to run into lots of inventory issues.
Start with provisioning. Level that skill up quickly at low levels. Once you've reached 50, which shouldn't take very long, stop picking up ingredients you don't need. Keep track of which items you need for your current food and only worry about keeping those. Maybe learn the rare ones and save those too, even if just to sell them later.
Alchemy does take longer than provisioning, but once you've learned the traits of each reagent, you don't need to pickup and keep them all anymore. You can figure out which 3 you need for your potions and then collect only those.
Enchanting is a tough one, but only if you're like me and want to keep a collection of runes in storage for a rainy day. If I had issues with space I would simply turn every runes I get into a glyph on an alt, or trade glyphs with another person. If the goal is to get level 50 enchanting, and not to collect runes, there shouldn't be much issue with inventory space.
For wood, cloth, and metal working it's really simple, just deconstruct everything and sell most of it to either players or vendor it. It's worth keeping a stack of the trait stones in your bank, racial material too, but that can also be bought from NPCs, so not needed. Obviously keep the upgrade material, but that's only about 9 slots.
What does that even leave? Some trophies, rare stuff like kuta runes, pets, soul gems, maybe some unique weapons.
There isn't all that much you actually need to keep in order to level up your crafting skills. I find it's just the urge to keep everything that makes inventory unmanageable. If someone wants to become a master craftsman in every skill, the inventory space is going to suck, but if you level them up gradually over time, without saving every material associated with every craft, you'll do fine. It's not like Jute is ever going out of season, it'll still be growing there if you ever need it.
[...]
I say limit the account to 2 crafts, let you pay gold to gain more (alot of gold) or to switch out, give crafting its own shared bank tabs, make added bank tabs continue to cost alot of gold and limit the amount of space per purchase and keep them shared.
This would give the room needed for all these things those of us that have said we have trouble, it keeps crafting limited which is obviously what they want, doesn't make the banks huge and still makes players work (ie gain he gold) to buy the added spots or they can even be tied to levels.[...]
Yeah, I do, can you please open up that mind of yours and put your thoughts into words?
Hell, if you really got aggressive about it, you could find 4 friends and all share 5 guild banks for 2500 slots. You aren't locked to your 240 +110, even if you do ignore the advantages of alts.
Also, how can you even complain about this if you haven't upgraded your bank and bag to the maximum? Wouldn't that be like some level 20 complaining about VR content?
Simply hoping. ^^ Don't take it as a personal attack. I really just don't understand how you form your responses. They certainly don't follow any pattern of logic or communication that I'm used to. Could be you, could be me. Either way, it's not incredibly important.Blackwidow wrote: »
Gold sinks are very important in this game. It might be hard to imagine but they have balanced the amount it costs (considering all gold sinks) quite well. Not perfect, of course, but no MMO ever will be when it comes to things like that. They aren't so expensive that you can't upgrade them every few levels and I'd certainly prefer paying less for 10 slots per upgrade than paying a larger chunk for more slots.Also, how can you even complain about this if you haven't upgraded your bank and bag to the maximum? Wouldn't that be like some level 20 complaining about VR content?
The cost of upgrades is another part of the problem. That, and the fact that not only are upgrade costs prohibitively expensive, but they only give a miserly 10 slots per upgrade.
Yes. But add the word 'quickly' to the end of that sentence and it becomes true... or, at the very least, possibly true.