Chocobo saddlebags exist the way they do because they wanted to increase inventory but can't increase inventory, due to poor design decisions in 1.0. They're a workaround that illustrate the server situation pretty nicely.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
I understand that. Why do you care? If in 2023 we have 140 inventory slots and four different types of saddlebags each with 140 more (a la FFXI), is that so much worse than having 700 inventory slots? Hell, it might be better because it'd be easier to organize the important stuff in the first four tabs instead of going through five times as much.
No one is denying that saddlebags are a workaround for this server limitation. What I'm asking is simple: so what?
With how clunky it is to organize things, not really. Pulling stuff off multiple retainers one at a time so I can craft something is not better than simply crafting it. In this day and age, a unified storage system and appropriate filters/searching would be better than having six different inventories (because housing storage is also a thing).I understand that. Why do you care? If in 2023 we have 140 inventory slots and four different types of saddlebags each with 140 more (a la FFXI), is that so much worse than having 700 inventory slots? Hell, it might be better because it'd be easier to organize the important stuff in the first four tabs instead of going through five times as much.
Added complexity isn't a good thing. It isn't accessible when doing things like crafting.No one is denying that saddlebags are a workaround for this server limitation. What I'm asking is simple: so what?
I mean, it's better than nothing. But it's not better than what could have been done without the server limitations being so severe. Of course, if they didn't make each raid tier have six different currencies that aren't counted as currencies, that might help too.
Survivor of Housing Savage 2018.
Discord: Tridus#2642
Considering what they've done so far, yes I do, however I do share tridus sentiment on this and I think that he knows if I'm wrong since it's not mu field of work, If so I can live with it and my point becomes that SE should really just do it since he's right, the longer they wait the worse it becomes
The gig does nothing for collectability upon collectables scripts points (it gives no perception or gathering as stats).THE END
Theres a difference in between searching for a single item for a request versus asking for a whole 140 (including empty spaces)
I care, I'd rather have 700 inventory throught one window than a saddlebag & an app.I understand that. Why do you care? If in 2023 we have 140 inventory slots and four different types of saddlebags each with 140 more (a la FFXI), is that so much worse than having 700 inventory slots? Hell, it might be better because it'd be easier to organize the important stuff in the first four tabs instead of going through five times as much.
No one is denying that saddlebags are a workaround for this server limitation. What I'm asking is simple: so what?Ok so speak to that npc to get base armor (third option) then pick fourth option to get that item x20, then back out of menu go trade theses 20items for that single token with that other npc to the left & then come back to the first npc & then exchange it all for augment!, yea i'd rather deal without a labyrinth for a 10iLv. upgrade
Ps:Oh my bad sorry, more than one token is required & you are limited to one a week! (sure none of this route is accurate... but its pretty darn close) nxt patch rince & repeat
Last edited by Ruf; 04-25-2018 at 04:33 AM.
Gives extra GP which then helps use actions which in turn help raise collectible level. What do you think GP points are used for? Any amateur knows that actions can assist raise a chance for higher HQ. The higher the GP more actions IF Done properly you can double or even triple the value of the collectable of any item you fish. Yes Perceptions and gathering are the mayor role, however GP helps use actions. Just another way people ignore simple things that make a difference.
You're right, there is a difference: searching each time is far less efficient in the long run.
The server doesn't know where your item is, so it has to search blindly. In a bag with 140 items, assuming you have one stack of the item, it's going to have to load an average of 70 items to find the one you need. (And note, sorting is on the client side, so you can't assume the data is orderly at all on the server side.) If you use one item, that's better on average. If you use a second item, you're breaking even on average. Use more than that and you're behind. Even loading all 140 slots the first time you use any item is a much more efficient method. Loading them all up front is far better than either method for a variety of reasons.
This is all true, but it's been true since 2.0 launched (to say nothing of 1.0's intensely less convenient inventory system). They aren't "adding complexity," and nothing is getting worse. In fact, between the extra 40 inventory slots and the stack size increase, you can hold many more items for crafting than you used to be able to.With how clunky it is to organize things, not really. Pulling stuff off multiple retainers one at a time so I can craft something is not better than simply crafting it. In this day and age, a unified storage system and appropriate filters/searching would be better than having six different inventories (because housing storage is also a thing).
Added complexity isn't a good thing. It isn't accessible when doing things like crafting.
I mean, it's better than nothing. But it's not better than what could have been done without the server limitations being so severe. Of course, if they didn't make each raid tier have six different currencies that aren't counted as currencies, that might help too.
So yes, it could be better, but the idea that it's going to do harm to the game when it's exactly the same as it's always been is a reach.
Last edited by Talraen; 04-25-2018 at 04:47 AM.
It's going to harm the progress of the game in the long run, many features are bottlenecked by this, that's why they should fix it sooner than later
Again, what features? Aside from crafting, when is having more than 140 items in your active inventory going to be vital to the game?
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