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?
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.
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.[...]
As for your suggestions towards inventory and crafting, they are good suggestions but they really just trade out one type of inconvenience for another. Instead of being able to choose whatever you want to work on at any given time, you would be forced to wait levels or spend money to gain the ability to craft. If people are going to be inconvenienced either way, it would really just be better to play the game as they already made it.
As crafting materials is probably the bulk of most people's banks, I'm not sure adding a whole other tab just for crafting materials is really viable for limiting crafting. And if those tabs need to be bought anyway, it is basically the same as just buying more bank space (which we already can).
Yeah, I do, can you please open up that mind of yours and put your thoughts into words? I can't read your mind, I can't tell what you're thinking, when you say stuff like "The fact that you even have to ask means you don't know what you are talking about on this subject." it does nothing to help you explain what you're saying.
I recognized that inventory management would play a big part in this game when I played the beta, so before the game was released I took the time and effort of figuring out which characters would do which jobs, to minimize the inventory issues. After the game shipped I realized the guild bank had huge potential for improving any inventory issues I might face down the line, so I promptly got on to of the issue and got 10 people into my guild.
But, for some reason you think I'm special and the steps I took to eliminate the problem of inventory are somehow unique to me and me alone. You imply that my usage of multiple characters and a guild bank are strikes against me, against my opinion on this subject.
I feel the complete opposite, I feel like people who haven't taken an aggressive stance on tackling their inventory have no grounds to complain about it. You've ignored the tools at your disposal, you've worked yourself into a difficult position, you refuse to change your playstyle or inventory strategy, but you want the game to change around you and your playstyle.
Please explain to me why my usage of 4 crafting characters(and a guild bank) discredits my opinions on the inventory space issue. PLEASE be specific and don't just throw out some general statements of dismissal. Please explain why these tools, offered to everyone, should be ignored when talking about inventory space.
ozgod22_eso wrote: »
End of day this system is just not designed to cater for the inventory requirements of multiple alts being levelled at the same time that find materials as they level up. It works fine if you are levelling one character and have 7 alts to act as storage. But not when you have 4 active characters whose bag space cannot be used for storage.
As I mentioned before you have a shared bank with 60 slots. If you had one character you were levelling, you basically have 60 bag slots + 60 bank slots = 120 slots, plus 420 bag slots from those alts for a total of 560 slots. Once you decide you want to level a nightblade along with your sorcerer for variety and to experience that class, your available bag space shrinks to 280 slots per character. If you decide to level a third alt at the same time then your available inventory further drops to 140 slots per character. If you have four, which allows you to experience all classes around the same time, you will have 105 slots per character. Assuming you use four bank mules to store inventory along with the bank, which is the workaround. If you choose to not use that workaround (I can't imagine it was intended design to use character slots for bank mules) you really have your 60 bank slots divided by 4 which is 15 slots per active character.
I'm convinced they didn't intend for players to level multiple characters at the same time. Why would players want to do this? I would suggest because a) they want to check out the different classes ESO has to offer; and b) they haven't figured out their main character yet and want to do so before they level their sorcerer to 50 then realise they wanted to play a dragonknight instead.
ozgod22_eso wrote: »Should we have to be finding these workarounds to get around the limitations of the game's design? Wouldn't it be easier to just change the design rather than continue to find a workaround for it?
This is what I'm confused about. I apologise if I paraphrased your viewpoint incorrectly, but what I'm hearing you say is that "yes there are inventory issues if you choose to hoard items, and it's understandable why some players choose to hoard items, but there are workarounds to get around the game design so just use the workarounds rather than change the design".