i hope to get to version 2.0 you have to walk through the armoire.
Printable View
i hope to get to version 2.0 you have to walk through the armoire.
The requierments on the armoire makes it extremly annoying and borderline useless. If my retainer can hold these items with no restrictions, why should i even bother using that armoire ?
Iknowiknow some of you have a full 2 retainers + a full invenroty, but it still feels like wet fireworks, an hexagonal spare tire, 0 alchool scotch, a bag of dehydrated water (just add water!), etc.
Since there's going to be a million "I hate the item condition limit" posts I guess I'll add to the million "this is why they did it" ones.
It's not pandering to crafters, it's a lot easier system resource wise to say ITEM X in ITEM X out, rather than Item X with Y condition and Z spiritbond in same thing out.
They don't have to store the variables for each and every item for each and every character this way. Less server resources consumed does not equal pandering.
gawd
I love the idea of the Armoire. Like stated earlier though, please revise the item condition to 99%. There is a time and a place to force repairs on a player. Putting an item in storage is NOT one of those times or places.
Understanding that you are wanting to make the crafters feel so especially special and delicious because they have been put off for over a year on their content does not suggest that you make a move where we get a storage system that forces players to find these crafters and not only sit outside in a city when our characters could be resting in the inn and getting rested XP but also having us add to the shouting fest that is indeed Costco aka Ul'dah.
Just change to 99%. Simple.
I hope they make the armoire unique for each city. The one in the picture looks to fit Uldah more then the other 2 cities.
I disagree on your justification of the restrictions. If the software backbone cant handle new features in a convinient and functionnal way from the start, why not leave it for 2.0 where so much is being promised including new server software ? I'm already storing all that not-100%/spiritbonded gear on me and my retainers. What if i had a 3rd or 4th retainer ? If adding another storage point compromises the system, dont do it.
Seriously .. this is 2012 .. now 1990.
If WoW has no problem storing 100's of items in a bank/ guild bank with millions of players I really don't see how SE cant' do it with 20k players.
Now if your argument went something like "SE aren't competent enough to store such variables" or "SE just can't be bothered" then I would probably be more likely to believe you.
As suggested above, why not just allow us to rent a 3rd of 4th retainer, for real money like was promised at launch. (it's almost as if the people working at SE purposefully come up with convoluted idea's just to annoy everybody)
Jackpot !!
Why can't we summon a retainer to the INN for example ? (oh oh and then replace them back in the ward after we have finished with them)
I'm guessing the INN's would melt if players started summoning retainers there though.
I think she hit the nail on the head, actually. We may get the ability to store damaged or spiritbonded gear later, but the track record shows this games code has too much in common with a tangled mess of spaghetti for the devs to deliver anything more than the most basic features initially.
I understand that the current infrastructure in place is somewhat shoddy.
But two extra variable calls for each item being "taxing on resources". I don't buy it. The retainer system is already in place and does it perfectly well. Adding The Armoire with the same functionality as a retainer, would have just changed the storage type, and not increased the overall server traffic, considering you cannot do both transactions at the same time.
I'm not complaining. I just think that another reason was behind them limiting it in this fashion. Maybe it has to do with how much development resources/testing they wanted to devote to this.
Either way, I don't see people using this feature very frequently beyond the initial item drop off.
When it comes to 100% I really have the following to say
are you guys seriously wearing this gear around and using it and getting it worn out? all mine is still sitting at 100% and ill be able to toss it right in
and if you ARE using it, why are you wanting to store it?
So its just a slap dash job, sounds like SE didn't learn anything from launch.
As others have said, if they didn't have the time or the server wasn't capable of such a feature why even add it.
Casting changes and the /equip linkshell feature are two similar examples.
P.S. where is Reinheart I would like to know what the JP side thinks about this.
yep some great news this morning, almost gave me a rager.
No no no, that's not what I meant at all. The feature is usefull, it doesn't seem broken to me, just kinda incomplete. There's a rule in the development world (scrum) that says to deliver 80% of the possible functionality by doing 20% of the work. IMO that's acceptable. If the remaining 20% of the functionality takes 4X as long to deliver, why not deliver us a working product (The Armoire) now?
I'm guna just put this idea out there.
In the Players Poll we were asked if we would prefer if any craft could repair gear, now this may be a crazy idea but wouldn't this solve a lot of the issues with 100% repairs ?
Now let me see;
Christmas 2010 = 3
Dream Hat, Dream Suit, Dream Boots
New Years 10/12 = 3
Usagi Kabuto, Red Usagi Kabuto, BlackUsagi Kabuto,
Easter 2011 = 5
Pristine Egg Cap, Brilliant Egg Cap, Vibrant Egg Cap, Midnight Egg Cap, Chocobo Egg Cap
Summer 2011 = 10
Lunar, Solar, Red, Green, Blue swmsuit x2 peices
Harvest Moon = 1
Moonlet Earring
Haloween 2011 = 4
Pumpkin Head, Unripened Pumpkin Head, White Pumpkin Head, Ripened Pumpkin Head
Christmas 2011 = 2
Reindeer Suit, Reindeer Antlers
New Year 11/12 = 4
Dragon Kabuto, Golden Dragon Kabuto, Crimson Dragon Kabuto, Black Dragon Kabuto
Valentines 2012 = 3
Paramour's Pendant, Platinum Paramour's Pendant, Band of Eternal Passion
White Day 2012 = 1
Peach Blossom Earring
Easter 2012 = 5
Pristine Egg Ring, Vibrant Egg Ring, Brilliant Egg Ring, Midnight Egg Ring, Chocobo Egg Ring
Event Items = 41
Achievement Items = 2
Gambler's Crown, Chronicler's Crown
Special Items = 2
Onion Helm, Asuran Armguards
So I should be able to free up about 1/3 of one of my retainers with this. Plus I will be able to complete the rest of the AF quests without clogging my inventory. Bring it on!
Then don't. The purpose was to alleviate some of our inventory issues due to event/achievement items. It does exactly that. For everything else you have your retainers. Have fun wasting your retainer inventory space on things you could put in the Armoire. Could it be more useful? Sure but it does what it was created to do.
Where that isn't an ideal setup for us. They are probably doing that to help with memory. They will be saving a ton a of memory on the server just by removing that one variable. Considering they are giving us extra storage, the memory has to come from somewhere. Have to keep in mind, they do not have infinite memory of those servers.
And what this guy said.
The first 3 sets of event items are not U/U so not sure if they will be included in the list since they are reobtainable via buying them or making them using the materials..... also there are 4 crowns..... as well as 11 luminary tools and 3 company accessories.... and there are 4 Preorder items....
However the first 3 sets of items may be included because the items used to make them are currently only in limited supply. You can no longer get the items used to make them, so I wouldn't be surprised if they were included. Also the Egg caps are no longer obtainable either, outside of the Easter event. They should rightfully be included. The official description says Seasonal Event gear, not Seasonal Event U/U gear. In fact the condition of being U/U isn't mentioned in the official lodestone post.
And again, the official lodestone post:
http://forum.square-enix.com/ffxiv/threads/42275
makes absolutely no mention of the U/U requirement. Job exclusive gear, Seasonal Event gear, Achievement Reward gear and Bonus items, with some exceptions. In reality we actually have no idea what those exceptions are. Could be the non-U/U stuff, might be something else.
it says in one of the dev posts that you will only be able to store items that you can only receive once.... so the event items that can be traded CAN be obtained more than once... while the U/U ones cannot (barring re-obtaining them via the event itself).
True though rep posts also stated that they weren't sure about getting seasonal event item storage implemented in time due to bugs. I'm thinking they may have changed some things, especially considering the fact that the official latest lodestone post makes absolutely no mention of U/U.
Yes!
This is exactly what I wanted.
Take my money SE, I'm going to pay you for doing your job and listening to your customer's important complaints.
I cant believe that none mentioned this:
http://v.cdn.nuklearpower.com/comics...ter/020729.gif
http://v.cdn.nuklearpower.com/comics...ter/020729.gif
Thank you for implementing this. I can finally store all those event items I don't use and make those inv spaces useful.
That's a weak argument since the majority of items that one can store aka the event items can be repaired by yourself. The AF armor and event items may be harder to repair but are you really complaining about 500 gil and a dark matter to be able to save one inventory space?
I've never understood the need for repairs anyway.
It just seems like a pointless roadblock.
I'll certainly be glad to have the extra space, but the restrictions are irksome.
Like the item storage NPCs in FFXI, these just create a simple true/false flag to denote whether or not you have the item. This is why it can be unlimited. However, I seriously doubt it would bring the server down to store two additional numbers for condition and spiritbond. Is it more work? Yes. But the player's needs should be prioritized over their own.
And the main reason to allow things under 100% in is for convenience and ease of use by the player. Conditions like this interrupt the flow of play - I already know that there will be multiple times when I run home to dump something in my Armoire, try to and realize it's not 100%, run back out, look for repairs, etc. Even if I can repair it myself, I still need to leave the room, repair it, and go back in.
At the very least, they could lower it to 99% so you don't need to find another person to do it or repair it yourself.