Results 1 to 10 of 13

Hybrid View

  1. #1
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Quote Originally Posted by Thamorian View Post
    I would imagine tackle box would work the same way in that you have to take bait or lures out of it into your regular inventory before you can use it.
    We don't actually use bait directly from our regular inventory, though, even though it has to be stored there. Bait is selected using the "Bait" skill that brings up a separate window of our available baits/lures. What people want is for that Bait window to itself represent the storage in sort of the way the currency window represents storage of multiple currency types. We don't want there to be actual "items" involved. Essentially, treat baits like a type of currency.

    (Well, for crafted ones, there would have to be an intermediate item that you'd craft, and then "use" to add it to your bait currency. But while fishing, we'd just use the ones in our Bait window and not the ones that are still items.)


    Quote Originally Posted by Caitlinzulu View Post
    No, give use the space that potentially gets added as extra inventory so it's useful for non fishers too.
    The thing is that specific storage can be a lot more efficient. The space it would take up to give us a tackle box for all 61 types of bait would probably be about the size of just one item slot, maybe two. Using one or two slot's worth of space to save sixty-one slots is a win.
    (1)
    Last edited by Niwashi; 01-31-2019 at 01:22 AM.

  2. #2
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,033
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Niwashi View Post
    We don't actually use bait directly from our regular inventory, though, even though it has to be stored there. Bait is selected using the "Bait" skill that brings up a separate window of our available baits/lures.
    You don't pick it from the inventory yourself, but the game is still accessing those items from your main inventory. The Bait window just seems to search your inventory for baits as an easier way of seeing what you have available.



    Quote Originally Posted by Niwashi View Post
    The thing is that specific storage can be a lot more efficient. The space it would take up to give us a tackle box for all 61 types of bait would probably be about the size of just one item slot, maybe two. Using one or two slot's worth of space to save sixty-one slots is a win.
    There's a difference between what you theoretically can do with storage, and what this game can do. Its inventory is notoriously awkwardly programmed, and due to past statements they've made, it may not be possible to condense those baits down to be "non-items".

    On top of their specific statement about not being able to create a tacklebox without locking up inventory spaces (which I don't have a link for), there's this post from one of the UI programmers which gives a bit of insight into the convoluted ways they have to work around issues caused by their own past decisions.

    - item slots are treated in "groups" (previously 25, now 35, as reflected in "pages" of inventories)
    - the number of groups in our main inventory can't be increased without a lot of reprogramming, because an early decision in how data is organised now makes it difficult to expand.
    - this is why we now have "alternate" inventories like the saddlebag and glamour dresser, which are stored in a different location.

    See also: the glamour dresser programming, which essentially works "on top of" the pre-existing glamour system without trying to change anything about how that process works.

    There could be some similar deep-seated programming issues regarding how fishing uses bait items.
    (0)