I think retainer inventory space is being increased.
I think retainer inventory space is being increased.

While not inventory space per se, (Found it!)
http://massivelyop.net/2015/03/07/pa...naoki-yoshida/All the jobs and classes will be getting new abilities along with new options for cross hotbar users to quickly toggle between pages to account for the new tricks. The team has also heard the requests for more armoury chest space, but due to the database structure of the game and the high number of per-character data, it’s not a simple solution to implement. Players will be getting access to more retainers to help address storage issues, but whether or not more armoury space can be added is still to be determined.


Here are some totals BEFORE getting into bankspace and equipment slots. Caveat: some of these numbers are artificially inflated by the existence of special bags with restricted inventory. I'm counting the Armoury, so I'm counting these.
WoW has a current maximum of less than 180 inventory slots. It's possible to have more, but only by using crafting bags.
EQ2's current maximum is 384, and that requires a lot of finagling and is only really TECHNICALLY possible.
EQ1 has 256, though this also using crafting bags, the "real" total would usually be smaller.
we have 475 item slots on our characters.
The big difference between our game and the ones above is that we require more inventory space due to being able to have more than one class per character.
FFXI has the same problem, compounded by the requirement for multiple sets of gear/
Thank you!
Hmm.. now I only hope they mean a free retainer for everyone who picks up the expansion. Simply "allowing" us to pay for one more retainer monthly would be a kick in the gut.
If you need more inventory then there are two paid retainers as options. If that isn't enough you need to learn not to be a pack rat. You don't need to store everything you ever find.

If they did this, they would no longer be items as we know them. They would just be lit up items in a book or catalog. Once I win, say...a Battlemage piece from Brayflox, that item "lights up" In my gear set catalog and I can use it from there (with prisms) for glamour. The actual item would no longer be stored anywhere. Not on a retainer, not in the armoire..not in character inventory. I think this would alleviate a lot of the clutter.I like this idea, like a bestiary. Have a log that records all armor purchased, found, or crafted that you can look through, try on, then glamor. This would save space in inventories but we couldnt equip it for stats and would still need to have the item if we wanted to equip it. I just wonder if this would make it harder or easier for the write time back to the servers.
That's not how the game memory works. Somewhere, on your character, information exists to say you have the item or not. You aren't storing that much data on the item to begin with. Most gear only stores wear, spiritbond%, dye, glamor. The armoire removes those details so it's only the basic data to say it exists is there so that reduces the data greatly. If the example above were used there would be a grid for every item in the game that would require a have or don't have modifier. It would instantly increase the data size for every account and at the same time would remove all the other data like wear/spiritbond/dye/glamour/etc that are used to describe the item. Realistically such a system would likely increase the data size for every single character, and it would get worse with every new item added. This idea would make things more cumbersome and more data intensive. It might seem like it would be simple on the user side but the backend is where the problems with memory are to begin with. Right now with limited inventory space there is a controlled and known upperbound of data. Even if we could just exclude data for gear you don't have from the save the problem becomes the linear growth of save files as new gear is added and active accounts get older. It wouldn't fix anything on Squares end at all.If they did this, they would no longer be items as we know them. They would just be lit up items in a book or catalog. Once I win, say...a Battlemage piece from Brayflox, that item "lights up" In my gear set catalog and I can use it from there (with prisms) for glamour. The actual item would no longer be stored anywhere. Not on a retainer, not in the armoire..not in character inventory. I think this would alleviate a lot of the clutter.
TLDR: this would actually make memory management worse.
Last edited by Tiggy; 05-06-2015 at 08:01 AM.



You would still need to have it in your inventory if you wanted to actually equip it though but yes, this would save a lot of space. It's my biggest issue, I want all teh gearz for glamorz.If they did this, they would no longer be items as we know them. They would just be lit up items in a book or catalog. Once I win, say...a Battlemage piece from Brayflox, that item "lights up" In my gear set catalog and I can use it from there (with prisms) for glamour. The actual item would no longer be stored anywhere. Not on a retainer, not in the armoire..not in character inventory. I think this would alleviate a lot of the clutter.
EDIT:
In response to Tiggy, I'm thinking something liek the system in Bravely Default (and so many other jrpg's) where you have a list of items you have come across. It would not be in inventory to manage but a list with a descriptor and the option to use it as a glamor. SE has shown they can add many new menu options like PvP, Golden Saucer, Sightseeing log, etc this would jut be another log. Although i could see complications from this not being something implemented at launch and how to back log something like that. It was just a thought on a way to alleviate the amount of stuff stored in my inventory when all I want it for is glamor. It was not a perfect solution, just an idea I threw out there, something to entertain in hopes to inspire a better solution.
I know a beastiary was already contemplated that would include the concept art from Yoskitaka Aimano (Sorry for butchering your name!) and a description of the monster along with stats on it.
Last edited by MageBlack; 05-06-2015 at 08:14 AM.
I know what you're getting at but that will still be a list, for ever character, the endlessly grows the older the game gets and the more items added. Every new item would have a global character size impact. The problem with inventory isn't from the player side as there are many ways to potentially display it. It's actually from the character data side. That's why the current system works well for Square. They know the exact maximum size of inventory data and it can never grow past it.You would still need to have it in your inventory if you wanted to actually equip it though but yes, this would save a lot of space. It's my biggest issue, I want all teh gearz for glamorz.
EDIT:
In response to Tiggy, I'm thinking something liek the system in Bravely Default (and so many other jrpg's) where you have a list of items you have come across. It would not be in inventory to manage but a list with a descriptor and the option to use it as a glamor. SE has shown they can add many new menu options like PvP, Golden Saucer, Sightseeing log, etc this would jut be another log. Although i could see complications from this not being something implemented at launch and how to back log something like that. It was just a thought on a way to alleviate the amount of stuff stored in my inventory when all I want it for is glamor. It was not a perfect solution, just an idea I threw out there, something to entertain in hopes to inspire a better solution.
I know a beastiary was already contemplated that would include the concept art from Yoskitaka Aimano (Sorry for butchering your name!) and a description of the monster along with stats on it.
Additionally, keep in mind they specifically said no to a Fate Log because of the extra character memory it would create and this isn't even the only suggestion shot down for these reasons in the last year and a half. It's also likely the reason extra retainers are paid so that it helps cover the cost of additional storage. Any suggestion to add inventory or keep track of gear on a character by character basis has to keep this memory issue in mind or it's DOA.
Similarly in FFXI they had memory issues as well. They utilized a gear storage option that required you to have an entire set to trade it in. This meant instead of storing each piece they stored one piece of data for the whole set. Would exist in memory as "Dreadworm set of Healing = true" instead of storing each piece individually. Similar to the armoire it could strip spirit bond, wear, and other data from it so that it's a vanilla set even further minimizing the data. Something like that would work well here. Would be a huge reason to rerun dungeons too since I need the whole set to store it away even if I don't plan on using certain pieces.
Last edited by Tiggy; 05-06-2015 at 11:43 AM.

I understand the situation better now that you explained it like that, but the question I now have is, why in a game like Final Fantasy XIV, with millions of subscribed players and a fairly large company backing it, do we have to deal with character memory issues and limitations to things in game like WoW's new heirloom window.http://us.battle.net/wow/en/blog/178...ystem-2-6-2015they specifically said no to a Fate Log because of the extra character memory it would create and this isn't even the only suggestion shot down for these reasons in the last year and a half. It's also likely the reason extra retainers are paid so that it helps cover the cost of additional storage. Any suggestion to add inventory or keep track of gear on a character by character basis has to keep this memory issue in mind or it's DOA.
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