Quote Originally Posted by Arcon View Post
Definitely happens in Abyssea too. A friend of mine lost some drops because they dropped a few seconds after the items that came after it, which she couldn't pass because she was afk. I don't know about outside of that, but doesn't invalidate the point in either case.
I say this was a memory error. Things do not auto like that in Abyssea. My linkshell always farms t least 2 high level +2 item/empy item NMs at once, and occasionally we kill them at the same time, the 2nd dying before the council has time to decide drop priority on the first NM. On these occasions, all drops, whether Ra, Ex or Ra/Ex all have dropped based soley on their position in the treasure pool.
If one thing is an exception to that rule then you must appreciate that said item will auto after 5 minutes. If this is the case then it if is a drop you really care about then you should take special effort to make sure you will be able to recieve it (like giving yourself 3-4 empty inv slots and actively passing everything in the next 5 minutes). If you can't do this then it's your own lookout when you lose X precious item.
I just have way too much stuff in general. I'm 80/80 on pretty much everything these days, so it doesn't matter what I carry in the field. While that may be mismanagement on my part, again it doesn't change the point. Sometimes it's not even 80/80 but 75/80. But then you wanna receive 6 items, and the trade is canceled because it doesn't work. Sure, you can /sack something, then hope to retrieve it again efficiently after, but that's just something that doesn't have to be imo.
I'm sorry but I do not believe this argument to hold any real validation. "Sometimes I might be 75/80 and need to trade 6 items". Please provide one example of some remotely relevent situation where you need to trade 6 items at once. Yes, the argument is valid theoretically, however there is no actual situation where it is valid and so the point is void =/
It was just a possible suggestion to fix this, there's other things they could do as well, that would require little to no effort, like simply checking inventory status and allow only F=C-(I+L) items of the current pool to drop your inventory, where C is the inventory size, I the current amount of items you carry and L the amount of items you have a lot on. F, the result, would be the amount of free slots you have. These variables are already available and it would take barely any effort to import this setting.
Now, your point in your gobbiebag having a certain status, either take all, take only Rare, exclusive or ra/ex is a valid point and I do think a good idea. I put my support behind this idea. I do not think it would tae an unreasonable amount of programming to tag your inventory as so, and have the treasure pool drop items dependant on this variable.
However, as I stated before, I believe that full inventory leading to treasure pool drops being lost is a very small problem. It happens to a minority. Furthermore, there is also the argument against this in that "Everyone should passimportant drops immidiately". My old endgame shell on Shiva used to actively make everyone pass. If you didn't pass within 2-3 minutes then you were kicked from the alliance. This is a simple fix to the problem. Dynamis is the only time where this doesn't work, as kicking someone does not remove them from the treasure pool, however in dynamis you will 99% of the time have someone else lotting all currancy, and so the point is basicallt void. Sometimes the monster will drop a synth matierial as well as AF, but as I stated earlier if you can't manage your inventory well enough to leave yourself 2-3 extra slots in teh situation of an important item dropping, then you probably don't deserve it.
Honestly, I don't even really expect that to happen, but I still felt like suggesting it. Maybe some day in the future, someone at SE will be bored enough to try it. Seriously, as a programmer myself I don't think it would be that hard to implement. There's a all these variables I mentioned should already be in the code, or could be easily calculated. There has to be a function that determines free inventory space already (currently being used for trading, lotting and obtaining quest rewards).

The entire change to the inventory I suggested could be summed up by using this formula, which calculates F, the amount of free inventory slots:
instead of the currently used
Legend:
Looks a lot more complicated, but it's just some more additions (in a mathematical sense), it can be calculated in virtually zero time.
To be honest you raise a good argument relating to the ease of implementation. It could quite possibly be simplistic enough to implament. However this issue, (I believe), is such a small issue affecting such a minority that it is not worth the time of the Dev Team.