OH!
I confused myself. Sorry about that.
Yeah, considering how many elements in this game are bumping up against limits, thinking about the achievement list is a good idea ~
You're right, it can't just keep inflating forever...
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The Transmog system was built for the WoW engine. The current glamour system is NOT that system, and never could be. It's easy to say "do X" without giving a thought to the underlying data structures behind every little detail of a game system.
One might as well say "copy the WoW Raiding system", even though the battle engines are different and doing so would require rewriting the entire game (which Blizzard did, pretty much, with Cataclysm).
Aside from particular sets of gear purchased from specialized vendors for the purpose of faster leveling, much of the WoW transmog system was set up for a single class. Your Horde-side mage doesn't share a Transmog list with your Horde-side Hunter, nor with the Alliance-side mage, for example. There is a single gear type you can wear -- no mail armor for mages, as an example. It's much more restrictive than the FFXIV glamour system ever was.
Definitely a more complete and friendly solution akin to the 'top' versions other MMOs have would be preferred, systems that literally save thousands of items, often organizing them out too, would be nice; although, a key distinction from FFXIV and those is FFXIV's lets you bank the item and the others often just log that you've imaged it. Personally don't need the ability to bank an item like that, for the items I intend to use again for the stats I feel I can easily keep those in retainers, vs the items I keep just because they're pretty or something (and those I don't need to "have" as much as I just need to have visual access to).
FFXI had a storage system where you could store entire sets into a locker, I had, since this thread is a compromise like thread, thought of a condensed system akin to that for FFXIV which continued the slightly unique feature set we've got. The thread was: here. But the tl;dr, of it was there was a library and you could complete a collection (that content) which would unlock the entire collection of visuals (accessories, armors, and weapons), so if you unlocked ifrit weapons you unlocked them all. How you'd do that is by converting the item into essence, essence of ifrit, these could be conveniently traded for GC seals, and perhaps other content too (might be a good tool for relics for example, or the new token system for all primals, don't need another token). They could use HQ and NQ for anything that is rare vs common, so a library might take 10 HQ 15 NQ essences and the whole collection of items are unlocked. Then to add feature to this beyond the visual, you could use these, as said above, like tokens, 99 essence = mount, as well as introduce worst case scenario safety nets into nearly all content right away (you could lock this safety net temporarily if you really wanted to ensure grind I suppose. . . ) but basically something like 4 essence can purchase another item from that content (so if you kept getting boots and wanted chest gear, that's fine). Once you unlock the library the price could lower since you had to invest quite a bit already. Seasonal would have to be stored as their event, but ideally this would mean storing both genders of gear (once you get the achievement). So there would have to be a bit of interplay between the calamity salvager like system and this newer one, but together I think it would lower the amount of data needed to be stored and passed by quite a bit.
There are a number of benefits to this, if you were unlucky and kept getting the wrong gear- ultimately that's fine, if you get the HQ you can turn it into NQ if you've already finished the HQ collecting. It's obviously far more space saving since it uses current inventory system and also turns content of like 20 items into a content of 1/0. So if you had like 5,000 items in rough intervals of 20, that'd be only 250 you need to store, and there are some ways you might compress that further. It allows some increased inventory management if you had wanted to farm GC, you'd want it separate to the desytnh though as you'd lose the info of what it was going to essence (blacksmith desynth vs carpenter, although you might have essences desynth into it's own unique group of items if SE so wanted, crystals and other crafting unique items). Obviously the nature of the safety net could be seen as a positive, it also allows a player to farm for gear if they had wanted it- say a new job is coming out and they want to prepare their gear from a dungeon- now you just get like 16 essence and purchase the items you needed right out. This also means you could technically go as one job and benefit another far more consistently, like a tank who often doesn't need to fight for gear could work on their DD. In terms of passing data along, because they're set up in groups like ARR or certain level ranges, etc categorization, the game could send bits and pieces of the log as is needed (and sometimes not needing to bother with too much). WoW has pages which I assume helps for them, grouped by gear slot and then page, some effect of that could be used here. From what I read it seems like our current system is roughly a bank inventory which is why they treat it like a super explosive chocobo grenade when needing to expand it or where you can access it- so moving to categorization might further help.
Major consequence being people would probably be far more likely to want gear for a longer period of time, so you're not as lkely to just get lucky that no one rolled for an item lol. Also, I imagine many would have hoped we could just have a system that stores each individual item's image as you get them like some other systems do (like WoW's transmog for example).