We're actually gaining inventory space, but quite a few people around here are pretty damn slow. Consider the threads about SE taking away hard earned gil.
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THEY ARE TAKING AWAY MY GILS!?!?!?!
. . . . :D
And we may have more inventory but not necessarily on body (depending if your inventory is full of gear or not).
But seeing as how Yoshi is pretty into the modern MMO's I doubt we will have much of an inventory issue anyways.. (though SE likes to do unusual things even if everyone screams no, so who knows).
Hoping houses have inventory to support my pack rat behavior though.. :D I gotta catch em all U/U
gear in gear sets no longer take up inventory space. Ammo, lures etc... no longer take up inventory space. Retainer inventory is increased, along with many many other ways to keep storage down.
There's nothing wrong with dressing up. I daren't think of what would become of my sanity were I not have my star-spangled subligar on my person at all times, yet your argument is valid.
However, I don't understand why players who delight in carrying on them strange trinkets and other such items for the sake of vanity ought be punished. It would be simple enough a problem to solve were they to implement a vanity item slot/ inventory and perhaps a seperate space for consumable items such as confetti or fireworks. Somewhat akin to how we store crystals and shards as of right now. I think it would benefit all a great deal.
I think the saying "you can't see the forest for the trees" applies here.
You do realize that ALL gear sets will be stored outside your inventory right? Not just what your wearing. Ever piece of armour you have for any class/job will be in a secondary storage location that does not count as your inventory.
Go take all the armour you own out of your inventory and then come back.
personally i think the 200 limit was too much. it takes forever to find anything. if the inventories were broken down into item/material/equipment tabs as with tradition (south park episode) it would be way more managable
For anyone on Balmung concerned about inventory space, do this immediately after logging into ARR for the first time:
1. unlock as many gear sets as possible
2. set up your gear sets
3. check how may spaces you have left
4. send me a /t with how many more spaces you have in ARR than in 1.0; I will reply with "I told you so."
3 gear sets
ANY GEAR in gear sets takes up no inventory space.
Only 3 in the video, there will be more available in general (at least 1 for each class).
100 spaces on your character but you have 175 on your retainer, run out of room make a mule and send all the stuff you wont need for awhile. legacy accounts extra characters cost nothing.
biggest question i have is how many gear sets can we make.
Not everyone will be legacy in 2.0 XD - mules are not a solution (though keeping every dropped item isnt one either lol).
Yoshi said something about having equal to as many classes there are. +/- 1.
Though that was in like three Q/A's ago and maybe someone has updated information.
I had this same argument with a friend recently who thought it would be ok however I disagreed.
I know there was some mention about u/u stuff and how you would have to obtain various version of it (for now) to store in a slot. This would mean that your gear slots work very similar to the current bazaar system, meaning that items within your bazaar dont share space with an item of the same type in your inventory. When I heard about this I had a problem with it, partly because of some of the harder items to obtain currently and we arent sure how that system will work in 2.0 either so again this is based on just the information they have released to us.
There was mention of using the macro system to swap gear out, now even if the gear doesnt have to come back into our physical inventory first (which I will get to in a moment) doesnt that really defeat the purpose of having a gear set already set up? I mean right now when you swap from one class to another and then switch to job you are already hitting a macro (I am anyway) to change your gear. So its not really changing the system in a way that I see a point to, its just adding another button I will have to hit (yes no big deal but a pointless addition).
Here is my other concern, since the system already seems that it will exist outside of current inventory then what happens if I am out farming/fighting and my inventory is full to the brim. I want to switch jobs to do something within the party but 5 pieces of one of my gear sets is u/u and I want to use it with another gear set, this means if it does have to come back into my physical inventory first it wont work. I have no room to move them because I have no free space, I hope this isnt how it will work otherwise that really will ruin the entire point of the system.
I also read that we will start out with 2 or 3? Can someone correct that for me? If thats the case we are losing 100 of our carry-out inventory to gain maybe 40 slots of gear space? Not sure how that trade seems right either.
I know this is a system that will change over alpha to come degree but I am not ashamed to say I am not a fan of it. I think giving us the gear slots with existing 200 inventory would have been nice. Giving us the gear slots and taking away 100 slots is the same as making us hit macros to equip gear, except taking away space you gave us originally.
Actually, I already broke it down clearly in an earlier post as to how we're only really losing 40 inventory slots due to retainers gaining quite a lot. I think gear sets can more than make up for a measly loss of 40 slots.
Now if a circumstantial argument based on being near full in inventory is the best you've got as a con... then I'm afraid you'll have to try better.
In addition to only losing 40 slots, I made an extremely conservative estimate to show that you gain at minimum 48 inventory slots by using only 8 gear sets. That doesn't even make use of every slot in those 8 gear sets, and assuming that we get gear sets at a ratio of 1:1 (gear sets:job) then we'll definitely have more than 8. So anyone saying we'll lose any space at all simply doesn't get it. We're gaining inventory space, not losing it.
One of the things I'd like to see is if you are crafting in your player home or near w.e your retainers are that their inventory and yours meld temporarily. So you dont have to organize the inventory to start crafting just craft so long as you have the materials.
Could make a cute animation too as they stand by you and do a pass animation to your character before you go into the craft minigame.
And we are losing misc. inventory space but gaining armor/weapon space. (if you were completely naked you could hold more materials in 1.0 then in 2.0)
We will start out with 1 set, other ones we have to unlock by doing quests. If nothing changed since i checked last time...
I have 173 slots dedicated for gear in my inventory at this moment. Granted one or two of those things can be stored on retainer. I only have 4 DoW/M, and 9 DoL/H, some of which share gear. In a way, my having tons of gear in 1.0 is a way of reserving slots for 2.0.
Is there any word on whether or not our gear switches when we change between class and job? I like my THM set, but I don't want to use all of it on my BLM.
Your gear would switch between sets however way you set them up to. They're not toed to class or job. In fact we don't even know if we'll have enough gear sets for all jobs. All we know is we start with as few as 1 and unlock more. How many more is unknown.
I remember the big thing was being able to switch between classes on the fly. I don't remember anything specifying that we were intended to be able to switch through all of them at any given point, I think we've just grown comfortable with the temporary increase in inventory space. It isn't as though you're stuck only being able to switch between as many classes as you have gear sets for either; those 100 inventory slots aren't only for loot and mats.
Having to visit your retainer a little more often would indeed be absolutely horrible if it was like FFXI where you had to run all the way to where they tucked away the mog house, but in FFXIV you've got not only the market wards, but also bells placed in convenient locations throughout the city.
Between being able to swap between any number of classes on the spot (even if it's only 2-3), having spare gear sets to alleviate some inventory space from gear, and the numerous locations within each city from which you can exchange inventory with your retainer, it hardly seems like they've done away with quick class changes by returning the inventory space to 100.
As I recall from the stuff i've read on gear sets is that items that are in a gear set wont be able to be tied to another gear set and will be taken out of your inventory. and that you can't swap out individual pieces because of the same problem. if for example I have a gear set that is my full blm af and I equip that set I apparantly can't then swap the body for a militia robe because it will unequip the full gear set because of how the sets are stored. A set can only be equipped or not equipped. To be selective it seems I would have to take all the gear out of the set and equip it piece by piece from my inventory. the same restriction that is preventing 1 item being used in multiple sets.
and then people have mulitple sets. warriors may have a set of gear for berserk a set for rampage. whms have a set of gear for healing and a set for enhancing. blms have high damage and high acc sets. plds have hp builds emnity builds etc. and not to mention swapping out 1 or 2 pieces here or there. blm in particular if i find i get a couple of resists i wont just swap to a high macc build i might just swap one piece of gear and see if thats enough first.
it seems to me a much easier solution would simply be have an inventory tab dedicated to gear and let us write macros big enough to equip a full set in one macro 18-20 lines or something. no issues of needing multiple items or using mixmatching pieces.
You're right, but people like to freak out and blow things way out of proportion. Honestly, who's going around with gear for EVERY single class anyway? Forgetting for a second about the mannequin system, since I don't think we know the full extent of its power, let's consider a few things.
Okay so you're a crafter who likes to repair things in the field. Only bring tools then. Repairs aren't like complicated synths. Most people tend to do their sit down crafting in large portions in towns, where you have easy access to your retainer. No need to carry around all those mats.
Okay so you're a gatherer. Do you really need to bring all that stuff along when doing dungeons or leveling parties? Nope. You'd probably have to hit the town after anyway to clear some space.
Okay so you're a versatile DoW/M. How often are you utilizing ALL 7 jobs? Generally, even from endgame experience, people tend to come on one or two roles ever and that's all most ask of them. Someone who tanks well is often always asked to tank. Someone who heals well is often always asked to heal. If the party undergoes some restructuring because of swap outs, more often than not people need to return to town anyway. Carry what you need, not every last thing.
Running back to town to get gear is no worse than having to grab sanction or GC potions/tonics. If you're smart about it, you'll seldom have to do it.
It is an assupmtion. But given the premise of the armoury system, I think it is a fairly safe bet. Why would they compromise the armoury system by giving us less gear sets than jobs? Would doing so make sense to you at all? When we first log into ARR we will have less gear sets than jobs, that much is almost guaranteed, but we'll be able to unlock more. We'll probably have to pick up quests from each guild headquarters to unlock more.
They stated that we will have 2 retainers in ARR as well. I don't remember where I read that, but it was confirmed by a rep, or was in an interview.
try harder, I can personally get to 125-130 and thats with carrying 7 classes gear
From an 4Gamer interview some time ago:
Quote:
How many type of Gear Set are there to switch gear instantly?
Y: It’s actually quest based and at first you start with 1 and at timing where you learn the armory you get one more where you can use between two classes. Later by clearning quests the gear set will increase.
Is there a limit to amount of Gear Set?
Y: I believe it should match the amount of class/jobs being increased so currently we don’t have anything decided.
For those inside the Gear Set, will those be counted as items being carried?
Y: It won’t. So it won't show in the inventory .
First I want to say I assume everything will be done correctly after the Beta, that being said..
From what I've seen we start with a few gear sets, then you quest? limit break? more gear sets is my understanding. The word that best describes FFXIV to me currently is unmanageable. The thing players usually most enjoy about a RPG is the ability to level up and max out their characters and not have to worry about "cleaning their room" after every job change.
If they truly want FFXIV ARR to be a hit they need to make those gear sets open at the start or with some very easy quests. Thus allowing players to truly build each class/job to the fullest without the expense of manageability.
FFXI had 20 Jobs, FFXIV already has 18 (not including the 7 battle classes most with the best gear class only) in XI a lot of my gear went on multiple jobs, or a NPC that held AF.
XI wasn't a manageable game either, but it was at least possible (with a headache) to store gear on NPC, Mules, safes ect.
With a ARR they have a chance to make a top notch character/equipment change system and I hope they go full force with that system to me that means give us a Gearset for each job (and maybe a class as well). If they don't.. I loose a lot of interest and hope for ARR.
100 will be fine, just stop carrying 10+ full sets of gear with you
http://lodestone.finalfantasyxiv.com...gn.html#legacy
If you look at the Legacy page, they're announcing the pricing for A Realm Reborn.
Essentially, the common mortal will get to chose between:
• ENTRY price point: 12.99$ / 30 days -> can create a total of 8 characters with 1 max per world.
• STANDARD price point: 14.99$ / 30 days -> can create a total of 40 characters with 8 max per world
Legacy members don't have a choice of pricing, they automatically get the STANDARD price point's character allowance, at a monthly price that's less than ENTRY (9.99$), with added bonuses like a neat exclusive chocobo and having their name appear in the credits.
So yeah, if you're Legacy, you get a crapton of characters. Mules Ahoy!. For everyone else, you can pay 2$ extra to get a crapton of characters. Mules Ahoy!
We used to have 80 slots and we did alright.
No $3 for each extra char in ARR.
http://lodestone.finalfantasyxiv.com...gn.html#legacy
We should start with 1 set, and i don't see why it should be needed to make ultra easy quests for ARR to be an success. Everybody want's everything supereasy or for free, where is the point of playing when you don't have to do anything for your stuff anymore. And if someone loose the interest of ARR cause he dont gets 10+ Gearsets right away then all I can say is "That's too bad"