Ten years hard?
A GW2 style system for crafting mats would be the single best QoL imaginable for the game
They would lose some money on retainers, but I think most people that have 4+ retainers would still keep extra because retainers are useful for more than storage
Yeah, I already said why I think they don't do it. It might be difficult, but in the long run it's the best for the game. Yoshi-P said he wants to work in the game for another 10 years. Does that mean he wants a broken code for 20 years? Cool.
So much for being civilised. Reasoning seems impossible with this one.
While it does make sense that they'd probably be hesitant to add another free retainer and instantly wipe off that much money they are currently earning, they are adding some amount of ancillary inventory in the form of extra glamour dresser slots. If they do give us an additional 400 slots in 6.2 as they previously indicated they would, that's going to be more than two retainers' worth of inventory space that can be cleared out.
Youre assuming that crafting items could go into another place and somehow be treated more efficiently than standard inventory, but I don't think it's possible.
The closest thing we have to what you're asking for is the armoury chest, but it's not any more efficient at storing things, and also if you need to craft something with a gear piece as an ingredient then it has to be in your main inventory. It's like the crafting ingredient menu can't see it if it's in the armoury chest.
From what they've said in the past about the unfeasibility of a tackle box, I don't think it could store things any more efficiently than main inventory – still one slot per item, with a limit on how many things can go in, except now those slots are walled off to only hold one type of item instead of general-purpose slots with the same degree of being accessed anywhere.
As I wrote earlier, the quest item "inventory" is an illusion and the items just appear there when the relevant quest is active. You can't actually put items in those illusory slots.
You'd be surprised, inventory databases often sit at the bottom of a giant pyramid of code in MMOs; look at the headaches the backpack system gave the devs over in WoW, they spent two decades trying to upgrade it to no success and had to go through all sorts of mad smoke and mirrors to roundabout their own programming to give players more bag-space. It seems simple because you know, "iTs JuSt FiElDs In A dAtAbAse!11!", but it is often the hardest most entangled part of the whole game.
We're not going to get specialized space when they can give us general space for players to store what they want.
We've been told this several times already.
Need more inventory space? Get rid of the junk you're not actively using on a weekly basis. You'll be surprised how much gil you make by doing it. One of my low level alts is up to 6 million gil because I keep selling off the leftover crafting materials she didn't need while leveling DoH.
Versatile Lure. You now have 599 more inventory spaces available.
You're welcome.
What i'd like to see:
Dyes become currency or useable from anywhre (saddlebag or retainers)
Allow us to craft from our retainers inventories instead of pulling stuff out (same idea as the dyes)
I will cope with crafting ingredients and so many other things, but there are two things I really think ought not to be handled in normal inventory.
1. Totems from extreme trials. Please, please just make these custom currencies. I am certain there are limitations that make this an annoyance to do, and as someone who's been on the other side of the dev/player divide, normally I am sympathetic, but this time I'm gonna be the unreasonable one demanding a change even if it's obnoxious to implement. I beg of you, SQEX, by all that you hold holy... take pity.
2. Fishing bait. BY THE TWELVE, GIVE ME A TACKLE BOX. If you are actually trying for the rare fish, the number of bait types you must keep around is downright obscene.
I'm actually pretty good at my inventory management for my character inventory; I have crafting materials in a retainer, I have in-progress relic weapon stages (and Eurekan crystals and Bozjan memories) and various tokens/totems/whatevers in the chocobo saddlebag (along with a depressing variety of baits), I have food/pots/etc. taking up one page of my normal inventory, and I have raid-related things (savage fight weekly pages, any coffers that I haven't decided for what alt job I want to open them yet, etc.) in 2-3 rows at the bottom of the last page of my inventory. Everything else in my character inventory is empty "workspace" for when crafting.
But I should not have had to develop this into a borderline art form to have a manageable inventory. And opening my nearly-full chocobo saddlebag fills me with dread as to what I'm going to need to find new ways to keep as additional relics get added for this expansion, etc. I cry mercy, SQEX; my inventory is already dead, please stop beating it.
The Versatile Lure is hypothetically able to catch anything. But there's actually a whole subset of the game that's basically "Fishing (Savage)", with very rare and hard-to-catch fish that require specific baits in specific windows, to catch specific fish that you mooch to catch other specific fish and so on...
While it's theoretically possible the Versatile Lure could catch what you need to get your end-goal fish, the chances are so incredibly small that it would work out that you might as well treat the value as being 0.
Thus, if you are doing Fishing (Savage), you need the equivalent of your raid pots and food. It's just that every single fight requires different ones (and are only available at certain times, so even just remembering where to go to buy the bait can throw you off the tiny window of availability, thus having it already available), and there's like 600 different fights you might be "progging" at once. Thus, a horrifying closet full of various lures, worms, balls of substances, collections of insects and so on, all in the service of getting the fishing clears you're trying for.
I prefer they do this with dyes and grade material thing for repair
There's a size efficiency to be gained. How much of one depends on how awful the inventory system is coded. At least crafting mats aren't gear. Rumor has it that thanks to aetherial gear with randomized stats the glamour chest has to store a complete copy of the item, stats and all instead of the far more sensible item id.
Best case current implementation is item id and inventory slot number. I could even see somebody encoding both the horizontal and vertical coordinates. Worse case is that all inventory items are treated the same so the crafting mat record has space for gear stats. So anywhere between two and a dozen or more pieces of data.
In a log based system the item id is also the slot. One piece of data.
To be fair I did simplify a little bit. Due to uniqueness constraints Item ID's tend to take up a larger piece of data while the index values can probably fit into a data type that's a quarter of the size but again that's down to the quality of the design and implementation. The point being is that even in a best case implementation there is a space and probably a performance savings to be had.
Im not so sure, I think people just arent being smart with basic inventory management. Here's how I do it.
Normally I relegate putting things like raid currencies, relic weapon items, dyes, maps and fishing lures into the chocobo bag inventory so that I have that extra quick access. Materia, food and a few miscellaneous items are on my main inventory and pretty much all crafting materials, house furnishing, extra miscellany items are placed in retainer inventories while I leave some crafting mats on my main inventory depending if I'm working on a crafting session for specific items.
I understand big game fishing benefits by having specific bait and lures in inventory. I also know you don't need all 93 baits/lures in your inventory to catch a single fish. At most a couple of bait changes will be needed.
Bait and lures are not hard to obtain. Buy what you need when you're actually going to go after that big fish. Sell off what's leftover once you've caught it. No inventory problem that way.
Same thing with crafting materials. Most materials have a limited range of recipe levels they're used for. Once you've gotten past that range, there's no point in keeping those materials. The recent UI updates allowing us to search for recipes that use a specific material makes it very easy to figure out what you'll still need and what's safe to get rid of. If you need them again, they're easy to get.
So many players would benefit from looking at their inventory and asking themselves "when is the last time I actually used that item?"
If it hasn't been used very recently, why is it still there? It makes sense to keep if it's a genuinely hard to obtain item but few items fall into that category. Most items are very easy to obtain on demand.
I would love a gathering materials tab and a tab for totems in the currency window. That would go a long way IMO.
You're missing my point.
You're assuming that it is possible to decouple ingredients from the tile-based inventory system and store them in some other way.
I don't think it is, or that's what they could have done to create a tackle box instead of saying they have to choose between giving us a tile-based tackle box and tile-based general inventory.
More inventory space wouldn't really solve anything. If you get for example 50 more inventory slots, you will start to fill them up with any item you get without thinking whether you need it or not until the 50 new slots are full and you want more space again.
They inevitably HAVE to add more inventory space to bags, retainer space, glam dressers, armoire, whatever if they plan another 10 years of this game. People are capping out who've played forever with glams for each job or class and profession, the items from gathered or crafting professions, heck just having 3 mannequins half geared eats up most everything on your retainer.
Either ad WAY more inventory space, OR do what WoW/ESO have done and make it so you don't need to keep the gear you've obtained to be able to glam to it. If you can't figure out your own spaghetti code then do what ESO did and just allow people to spend a glam prism to recreate the item from a checked off list of already obtained gear so we can place it in the glam dresser to make a glam plate from it.