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".
Finally! I've been wishing someone would actually give me a valid example of why the inventory is limited. I would still say this is intentionally limited but I can certainly see why it might be frustrating to someone who wants to use only one character to craft for all of their characters. In that sense, I could agree that there is room for improvement.kassandratheclericb14_ESO wrote: »I gave up alchemy because my highest level character was the crafter and I wanted to make potions to be a useful thing in the game...and make them for all my characters to use (I don't want to craft to sell or whatever, I want to use it) and as each character is lower than the other then I had to keep a large range of materials to craft for all of them. If I was only doing alchemy for the one character it would most likely be fine. The same goes for the cooking...to be useful to all my characters it involves keeping a range of things.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).
And I understand what you mean about trading one inconvenience for another. It is 1) more of just admitting that you can not, always, play like you want and 2) the crafting items in its own tab (even when limited to the number of crafts you can do) would open up space so you wouldn't have to worry about the costumes you wish to keep or trophies or the armor you are going to break down or give to another leveling character.
If they limit of how many crafts you can do then it means they get the result they want to begin, limiting the crafting. When they use the inventory system to limit the number of crafts you can do it can and sometimes does, limit your playstyle much more because inventory issues can bleed over to other aspects of the game, not just the limit of crafting. This limiting factor can be solved by some folks in different ways but just as many the current system will be problematic in my opinion.
Thanks for a nice post and questions BTW. I appreciate it.
It's (Blackwidow) a troll. I refuse to believe anyone is intentionally this off topic and illogical on accident.
Blackwidow wrote:Are you calling me a Troll?
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.
I don't ask you questions because I already know the answer I get back will make no sense. It's the same reason I never actually get into disagreements with you. I was trying to be nice with my response by not explaining to you what you do wrong with your arguments but since you seem so offended already I might as well let you know why I said what I said.Blackwidow wrote: »It's (Blackwidow) a troll. I refuse to believe anyone is intentionally this off topic and illogical on accident.Blackwidow wrote:Are you calling me a Troll?Don't take it as a personal attack.
Why would I do that? I'm sure you would not take it as a personal attack if I called you a A-hole for saying it, so I'm sure we are all good.I really just don't understand how you form your responses.
Well, by all means call me a troll instead of asking me a question.They certainly don't follow any pattern of logic or communication that I'm used to.
That I can believe.Could be you, could be me.
You are half right.
I don't know why mods let people like you and Badmojo constantly make personal attacks and never remove your posts.
Well, that is not really true, they have a dog in this fight. You are fighting to blinding defend them.
I'm sure this post defending myself will get removed, while your attack stays up.
You constantly make personal attacks on people because they don't agree with you.
Your arguments are unstructured and illogical.
You don't communicate effectively.
You twist words to what you want them to mean.
You make huge assumptions.
Your immovable in your thoughts.
All of these are huge problems that indicate you are either here to shove your beliefs down peoples throats about certain subjects or that you are here to mess with people.
Oh, and several of my posts have already been edited by moderators because of personal attacks.
Your point has been proven wrong. Again.
I think these aren't so much as workarounds, but rather game design decisions that ZOS consciously made when they designed the inventory system.
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.
Moderator edit: edited for personal attacks.
A lot of people are attacking this guy for no reason. I can tell you that I am a level 28 Blacksmither and am at level 50 Provisioning and I have a very hard time managing my inventory. I spend a lot of time managing it because I need all the ores/ingot, a very little bit of armor/weapon i have made by special crafting or that I am saving for research. None of this takes into account all of the food/drink ingredients I have to procure and save for my ingredients. Not only do I like leveling my character (VR2) but I have many people who hit me up for food/drink and specially crafted armor, this is how I make money for my mats. Its not a huge cash grab but i enjoy doing it. I, also, do alchemy. So between the food ingredients, the BS mats, and the Alchemy Mats i have little to no room for anything. I have 100 bank and 100 personal slots for storage and I tire of going between mules to swap things around. It takes a large amount of my time to do this and it's not needed. I don't trust Guild banks for my mats because I'm in 5 trading guilds and I don't know who has access to those.
This guy was merely trying to express a problem that many people have had. If you don't agree with him, fine, but you have no right to attack him or the way he manages his inventory. We are a family against Molag Bal, lets act like it!
I don't think every player should be required to utilize a guild bank to manage their own items - that's not what a guild bank is made for. I'm not walking around with a full inventory, but in order to maintain some semblance of order I am unable to have any alts really as they are all packed with crafting materials or research items.
The only problem I have with the banking system is it's inability to properly stack items. I have several items in my account that are not stacked as they should be. For instance, my Edora Rune Stones. Instead of having a stack of 22 stones, I have a stack of 6, a stack of 12, and a stack of4. Now I'm using three bank slots for these stones when I should only have one. We should at least have the ability to stack these items ourselves. I have 14 wasted bank slots because the game is not stacking items as it should.