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  1. #1
    Player Godofgods's Avatar
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    Mar 2011
    Posts
    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99

    Solution to inventory that no one will like

    We all have inventory issues, we all know that. But instead of focusing on more inventory space, lets try focusing on what is taking up so much space.

    With the introduction of abyssea, the desire to lvl more jobs is more obvious then ever. Which mean that equipment is quickly on the rise. One thing that never relay made sense to me, even back when i first started, was have special WS sets to macro over to before WS'ing, then macroing back to fighting/tp set (or whatever else you happen to be using at the time) It just never made sense to change your armor mid fight, multiple times.

    I had heard that in ff14 they tried to implement a system where you would not receive the effects of new equip for 30 or so seconds after you put them on, in order to avoid this gear swapping everyones become so accustomed to.

    So why not implement that here of your able to? Help due away with the multi sets during combat. If nothing else, not needing so many equip sets will certainly free up some inventory room!
    (0)

  2. #2
    Player Brolic's Avatar
    Join Date
    Nov 2011
    Posts
    252
    Character
    Brolic
    World
    Asura
    Main Class
    PLD Lv 99
    i agree with you



    no one will like this
    (10)

  3. #3
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Godofgods View Post
    I had heard that in ff14 they tried to implement a system where you would not receive the effects of new equip for 30 or so seconds after you put them on, in order to avoid this gear swapping everyones become so accustomed to.
    SE could easily implement this by using the same methods they have for PvP in FFXI, or just resetting TP like they do with weapons. Nobody would like it because half the gear in the game would become useless because gear has been designed for macro usage. Players who think that people using macros are all cheaters using third party tools or greedy in some way are sadly misinformed and need a reality check.

    If we're really going to "fix" this, SE has to start by consolidating gear and making it at least a sidegrade to the combined best stats of the best gear available, since gear is currently balanced around macroing. Well that or they could give us more space...

    For example, instead of giving White Mages the Iuvenalis Mittens (DEF:20 MP-15 STR+7 VIT+7 MND+7 Haste+5%) which are a downgrade from both the Healer's Gloves +1 (DEF:14 MP+15 STR+7 MND+7 Healing magic skill +15 Enmity-4) and the Blessed Mitts +1 (DEF:19 MP+18 MND+8 Haste+6% Enmity-4), the would have given us gloves that give better stats that would have made it at least a sidegrade (bare minimum DEF:19 MP+18 MND+8 STR+7 Healing Magic Skill +15 Haste+6% Emnity-4) or an upgrade (such as DEF:24 MP+25 MND+8 STR+8 VIT+8 Healing Magic Skill +22 Enmity-8 Haste+7%) while saving inventory space either way.
    (1)

  4. #4
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Economizer View Post
    SE could easily implement this by using the same methods they have for PvP in FFXI, or just resetting TP like they do with weapons. Nobody would like it because half the gear in the game would become useless because gear has been designed for macro usage. Players who think that people using macros are all cheaters using third party tools or greedy in some way are sadly misinformed and need a reality check.
    Yeah, pretty much. If they implemented a block on gear swaps, 90% of the current content would be broken due to mages being gimped, melee sucking ass, drops becoming worthless, etc.

    Easiest thing they could do is add like 5 more gobbie bags. These porter moogles suck because they are not in your mog house (why does this even need to be a separate moogle?) and they organize gear in such a way that it requires you to look 10 different places (and have 10 slips) just to gear one friggin job. At least with sacks, you can hit 'auto-sort'. They really should come up with some method of combining gear so that you just get all the stats on one piece. Can't fit all the stats on one piece? Pick the weakest ones, remove them, and put them on the job naturally.

    My favorite idea: 16 bags, all of which you can access through macros. Each one will only hold one specific item type ie. hands, feet, legs etc. You would call them like this: /headsack /equip head "versa helm". You would always have all your gear on you. Mog sack, Satchel etc, would only be used for consumables etc. Got over 80 head pieces? That is what the porter moogle is for (if you have 80+, surely you have a few that rarely see any use).
    (0)

  5. #5
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by FrankReynolds View Post
    Easiest thing they could do is add like 5 more gobbie bags. These porter moogles suck because they are not in your mog house (why does this even need to be a separate moogle?) and they organize gear in such a way that it requires you to look 10 different places (and have 10 slips) just to gear one friggin job. At least with sacks, you can hit 'auto-sort'. They really should come up with some method of combining gear so that you just get all the stats on one piece. Can't fit all the stats on one piece? Pick the weakest ones, remove them, and put them on the job naturally.
    They should do like the Test Server and add the moogle to the MH.
    (3)

  6. #6
    Player Ihnako's Avatar
    Join Date
    Apr 2011
    Posts
    310
    Character
    Ihnako
    World
    Odin
    Main Class
    PUP Lv 99
    @FrankReynolds
    You can't access more than 80 items at once cause the game has to load the other 80 items from your other sack/satchel/storage/etc. seperatly and temporarily. So macroing different items from different storageareas would at least cost a huge ammount of time and server resources, traffic etc. cause of reload the whole inventory of that specific storagearea. And I speculate - as long as the game is designed and supported for the PS2 - you won't see a significant change.

    But I still hope SE would change the slips to become keyitems.
    (1)

  7. #7
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Ihnako View Post
    @FrankReynolds
    You can't access more than 80 items at once cause the game has to load the other 80 items from your other sack/satchel/storage/etc. seperatly and temporarily. So macroing different items from different storageareas would at least cost a huge ammount of time and server resources, traffic etc. cause of reload the whole inventory of that specific storagearea. And I speculate - as long as the game is designed and supported for the PS2 - you won't see a significant change.

    But I still hope SE would change the slips to become keyitems.
    Yeah, unfortunately they can't change slips to KIs because of how they are programmed. Best thing they could do with those slips, is make the moogle in our moghouses handle them instead of the porters. I just figured that since we were asking for storage options, I would shoot for the stars.
    (0)

  8. #8
    Player Corwin's Avatar
    Join Date
    Mar 2011
    Posts
    54
    Character
    Corwin
    World
    Asura
    Main Class
    WAR Lv 90
    Quote Originally Posted by Ihnako View Post
    @FrankReynolds
    You can't access more than 80 items at once cause the game has to load the other 80 items from your other sack/satchel/storage/etc. seperatly and temporarily. So macroing different items from different storageareas would at least cost a huge ammount of time and server resources, traffic etc. cause of reload the whole inventory of that specific storagearea. And I speculate - as long as the game is designed and supported for the PS2 - you won't see a significant change.

    But I still hope SE would change the slips to become keyitems.
    You have proof of this?
    (0)

  9. #9
    Player Arcon's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Corwin View Post
    You have proof of this?
    He doesn't, because it's wrong. A system like that could be implemented and it would work just as fast and efficient as now, however, it wouldn't be easy to implement and there'd be some things they'd need to consider (the benefits and pitfalls of it was discussed in this thread).
    (0)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

  10. #10
    Player Ihnako's Avatar
    Join Date
    Apr 2011
    Posts
    310
    Character
    Ihnako
    World
    Odin
    Main Class
    PUP Lv 99
    Why should I proofe you wrong when you allready prost that you don't have a clue.

    #1 You only have 80 slots permanently loaded (your inventory)
    #2 The additional 80 slots from your satchel/sack/mog safe/etc. are loaded temporarily

    So in case you want to access anything other than your inventory you ask the server to transmit the items to your temp. inventory. So every additional temp. inventory will increase the serverload and now we scale - 1,000 player using 3 temp. inventories withing 1 second that would mean,
    - implied that each item is only a dword (2 byte)
    - each temp. inventory can contain 80 items (80 x 2 = 160)
    - 3 temp inventories (160 x 3 = 480)
    - 1,000 player (480 x 1,000 = 480,000)
    So you would add 468 kb/s for only 1,000 player.

    Now a more realistic scenario: 4,000 player, 4 temp. inventories = 2,560,000 byte/sec.

    And now another problem - you have to unload/overwrite your temp.inventory cause you only can hold one additional temp. inventory (80 inventory + 80 temp. inventory).
    So you have to load tem.inventory(a), unload/overwrite it with temp.inventory(b), aso. And that will take time (in relation to your overall system performance)

    btw. in all cases I didn't included header, CRCs and what some people will describe as lag and packet loss aso. HAIL the INTERNET!
    (0)

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