This is my view now, with the items we have been bombarded with, like the count to craft things and what we need to function, along with glamor and pvp gear? You would need to have on hand items to be 200 with 50 armory space. The reason for this is because you left out increasing space for heavensward , giving us 3 new jobs. So not only do you need to make up for what we did not get in heavensward, but enough to function in the future. This increase does not fulfill that.
So with that in mind I want to give ideas on space efficiency.
(taken from post 188, I think it is the biggest point out now, glam log)
1. Glamor log
FFXIV would befit more say wow's glam log (I know it has been bought up here but not the next thing) or what runescape does. They put gear into an interface, the item wont be an item anymore but a perm glam item for anything.
2. get rid of grade 1, grade 2, etc of everything.
Gathering lost its value for gathering for catalyst by now so I just do not see the point. Repair though matter does not cost enough to act as a sigificant money sink so why not change how repairs work? It would be nice to have repair matter to reflect the level but if you can't give us the space we need, get rid of it like the prisms, same for the matter used in melding.
3. less item gain while gathering
think 1.0, slower item gain, slower gathering rates but more exp per hit then now. If you do decrease item gain, that means you need to decrease the amounts needed per craft, like to make a Mythrite Ingot, you need 4 Mythrite Ore and a Mythrite Nugget, and that requires 5 sands. This is how you give unnecessary item bloat and it needs changing.
3.b. If the above can't be done, an alternative would be increase stack size. Why only 99??? when you need 5 sands to make something, that result is only 19 off a stack and that result may need 3 of those to go into a single item
4. Fix CUL:
We do not have enough space (we are not getting enough increase) to fulfill all the items need for this, you need to reduce the amount of unique items per recipe. Keep in mind you are not giving a big enough increase to cover both HW and SB, so this will be needed. All other crafts was fixed in this manner from 1.0 to 2.0 but CUL, why?
5. Get rid of ores and other materials that only have one specific use.
A good example is specifically the Macuahuitl type swords using ONLY Obsidian type ores (and sometimes guns). Get rid of these ores. It is item bloating we do not need.
6. Reduce the need to have more then one result of a craft:
I know cooking needs it and some ALC but not everything does. A good example is Camphor to eikon leather/ Hemicyon Leather. instead of result of 3 Camphor to be used to make 3 leathers to use in 1 gear, make 1 Camphor to be used in ONE LEATHER to be used to make a gear (meaning 1 leather per gear not 2/3). To compensate the other materials, just make them cost more (meaning increase the seal cost of Dubbin.)
7. 3 or 4 retainers should be free, not 2
We been paying too much for too long for space shortcomings, cut us some slack please. We should not have to pay double our sub to make up for a shortcoming in the game.
8. Retainers cost too much:
No reason paying/renting for 6 retainers should cost as much as my sub. (so it is like paying double your sub just because of a short coming to game design)
9. Better battle gear sub stat efficiency:
Currently how say BRD and MCH share gear, both require different amounts of skill speed. So if someone wants to BiS both jobs, they really need to look into how to spread the gear around since you can only hold one type of gear. So in a sense this increases item bloat, not decrease it and at the same time puts stress on players trying to figure out how to gear. There is several ways to address this:
9a. Remove parry and accuracy from the game. They are for the most part useless and for accuracy, used for like 10% of the game. With the limited options we get for itemization, getting rid of these 2 stats with help matters.
9b. simply have all jobs have its own sets and adjust chest drops appropriately.
This also allows people to have different glams for different jobs easier. Example, why should my SMN look the same as my BLM? I need collect gear from different sources to split them.
9c.:
10. Rings:
Can something be done to rings? Why do we only get 1 unique ring item for 2 slots? and they share the same armory.
11: FSH bait:
Right now with everything else considered, I really hate fishing because of simply having item bloat for the bait. Can we just have a bait tab or something?
12: Beast tribe currency/ any currency that fills space. (or quest items like you need x drop from a fate)
Key item/currency tab. (count all the different currencies in the game including alex parts, all this can be reduced, Those Void ark coins? mico tomestone? gobcoat? gobtwine? totems for mounts, fate items like Proto Ultima Exoplating, heat shielding for weekly) all these fall under as currency. Put them in a currency TAB!
13. FC chest.
Is there a reason we have not got some kind of upgrade with the FC chest? It is the same size since 2.0 yes? Our FC chest is now missing upgrades from 3.0 and now moving to 4.0. Just like all our inventory issues, we are going though 2 full expansions with little to no addressing.
14. Housing items.
We are given a lot of rare housing items that we can't simply toss out. We need a space to put this in, and the retainer rent is too much RL money and not enough room for this purpose.
15. Increase our currency cap:
If you insist of keeping us bloated, at least increase all our caps, for example cent seals should cap at 4k, like allied seals, so we have room after getting enough 6 L books (3k cost) to upgrade something. Having the ability to streamline item use would help. This also means 1000 red script cap, 500 is way too small, along with 11000 lore cap so we have the ability to buy all the umbrite we need at once.
16. Item/retainer management.
This needs to be improved, desperately. I really hate crafting at times because of the time it takes to pull items out of retainer x, then got to click on retainer y. Also there is menu bloat on these retainers, a lot of menus are not needed on them.
"entrust or withdraw items"
Sell items in your inventory on the market"
"sell your retainer's inventory on the market"
These 3 things can be under 1 menu, and to direct what to do can be done with right clicking on items as now. We also need better steamline of transferring items from retainer to retainer directly. Even letting is craft based what is on the retainers by being at inn(change to allow craft there) apartment/ personal house/ fc house/fc room. We need to get off the 1.0 restrictions completely and have better streamlining of dealing with our items. I waste a lot of time because of this issue. I should be able to pull what I want from 2 different retainers without going though 50 million menus. It should be set up something like runescape does with customization tabs in the bank, where we could in theory make one retainer for mining items, one for refined mining items, one for alch, one for cooking, but the problem with this, cooking takes more then 175 inventory spots and crosses with alch most of the time. So due to menu bloat between retainers, crafting gets hard unlike runescape where you can just go though your custom tabs quickly. We really need an overhaul in regards to this, get rid of retainers to sell stuff on the market boards, make a normal auction house or something. We really need to ditch 1.0 concepts completely and should been done with the changes in 2.0. This means it should be looked into getting rid of retainers holding on items completely, give us a real bank, and just have retainers do VENTURES ONLY.