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  1. #1
    Player Zenion's Avatar
    Join Date
    Nov 2021
    Posts
    466
    Character
    Zenion
    World
    Fenrir
    Main Class
    SMN Lv 99
    While this is a nice idea, it's just not going to work. You can't have an inventory that doesn't load when you zone, because that would allow you to smuggle Rare items. Even your mog house storage, which you need to be in a mog house or garden to access, is still loading when you change areas (and it loads before your sack, satchel, and case, which is silly - it would be nice to see loading order changed to put the mog house use only bags last.)

    So, if the wardrobe is always going to be loaded anyway, what's the use in restricting it to one job? Maybe it could be made to load before the other wardrobes, but ten new wardrobes and a system to manually set the loading order would do that better.
    (1)

  2. #2
    Player Webjester's Avatar
    Join Date
    Jun 2025
    Posts
    3
    Character
    Webjester
    World
    Leviathan
    Main Class
    BLU Lv 99
    Hi Zenion,

    Thanks for your feedback.

    Quote Originally Posted by Zenion View Post
    You can't have an inventory that doesn't load when you zone, because that would allow you to smuggle Rare items.
    Technically, I'm not sure this is entirely accurate. Take for example a scenario with a player whose delivery box has a Savory Shank in it when they first zone into their Mog House. If the player already has a Savory Shank in their satchel, the game will prevent the player from adding it to their inventory, even if the client side inventory load is still in progress and you can't "see" it in your inventory bags. The server still knows it's there and will prohibit the transaction of moving it into your inventory. I would imagine this proposed system would require a similar check for inactive/inaccessible inventory spaces, much like checking if you have a RARE item your Mog Safe while you are in the field.

    With all that said, I'm not a developer for Final Fantasy XI at Square-Enix, so the fine details of the technical requirements/limitations which may come into play to implement a new system such as this are not mine to puzzle and sort out. I'd think the folks who have eyes on code, who better understand the client / server interactions and potential, as well as the infrastructure requirements would be better suited to address the feasibility of those types of things.

    As an aside, I imagine there was quite a bit of similar consideration before the Wardrobe and the Recycle Bin Systems were also implemented.

    Quote Originally Posted by Zenion View Post
    So, if the wardrobe is always going to be loaded anyway, what's the use in restricting it to one job? Maybe it could be made to load before the other wardrobes, but ten new wardrobes and a system to manually set the loading order would do that better.
    My goal was, in part, to suggest a system with a minimum of additional user-interface changes, while maximizing the potential for player benefit and ease-of use. This is not to say I don't see merit in the idea of sorting the order of which containers load first, but a player may already prioritize which gear becomes available first to some degree. Granted this is limited to your equip-able Inventory then Wardrobes before all others (e.g. put the things you have to use immediately in your active Inventory, or if not, Wardrobe 1, then 2, and so on).

    IMO, adding additional levers and switches to the client (and receivers on the server) would potentially complicate and extend the development cycle, to say nothing of making it more complex and/or potentially less attractive for the player. That might be better addressed as a separate feature request, instead. So I opted for a more simple approach in my suggestion.

    Additionally, while the idea of just giving players X more Wardrobes is an option, there are a multitude of jobs which have lots of gear unique to that job that is only needed while on that job (i.e. My MNK doesn't need access to my Great Axe, despite what the Brady Guide might have once suggested). Having a relatively universal per-job container for these items would benefit not only the player who is already carrying these single job items around in their wardrobe/inventory, but players who are looking to gear up new jobs but simply don't have the room to do so currently.

    Take jobs like Bard, Beastmaster, and Summoner as examples. There are lots of Job Specific Gear that are preferred to make their job really shine (or in the case of BST pet Jugs, even function to some degree). Having dedicated accessible storage space for these Job-Only items goes a long way. This makes these items accessible while freeing up slots in the all-jobs Wardrobes that these would otherwise occupy.

    Again, thanks for the feedback, and I hope the explanations above help explain the rational behind the scope of my suggestion.
    (0)