while this would be a billion times more elegant than what we have now, the problem is the dev team is limited in what they're able to do in terms of modifying the game in various ways. The wardrobe system as we have it now is based on the existing bag systems. Any new bags that can be interacted with in the same manner as the wardrobes need to be compatible with existing systems. Job specific storage spaces would introduce a new layer of complexity, particularly if you only see the job
Another problem is a huge amount of gear isn't just for one job, so you'd still need general wardrobes on top of this, and it would begin to become cumbersome to navigate so many seperate storage spaces. What if an item's in my SMN wardrobe? Can another job still access it? these are questions the devs would have to answer in designing such a system. Additionally, 22 additional storage spaces would mean:
-up to 22x more bags worth of space needed with the character data for item storage, potentially putting strain on the servers and increasing login/load times
-up to 22x more bags worth data to transmit every time you zone- this could be mitigated by only a given job's storage space being accessible, visible and searchable at a time, but that again, adds complexity and inconvenience due to the item loading delay. Now, if they could do something about the game's netcode, then this would change...
Now, it seems like from your post, your intention is only your specific job's space being accessible at a time. That would mitigate the above issues at the cost of technical complexity, but I do still wonder about gear that isn't job exclusive. You'd have to constantly change jobs in order to move it around to use it on other jobs.
I wholeheartedly support any improvements to item storage in the game, but this sort of approach is very unlikely for the reasons listed above and probably others. The most likely thing we can hope for is more wardrobes or regular bags like the sack/satchel. I write this post not to dunk on your idea, please do not think that, because it would potentially be amazing; but rather to encourage you to come up with an idea that works within established and probable limitations for new features/content.

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