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  1. #11
    Player
    AngryNixon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    I think there is a great deal of valid opinion on both sides. Yes people need to learn to be a little more prudent, and yes, there are current and incoming inventory issues due to what I'll title "dead space" (no not the game). That dead space is consumed by all of the rare/ex items that people collect from seasonal events, their AF sets, other random rare/ex items. If nothing else I think there should be a seperate place to store an unlimited amount of any and all items tagged rare/ex and only those items. By unlimited I don't really mean unlimited I just mean some large number that is meaningless practically speaking.

    That way you would have to deal with your crafting materials, materia (should also be on its own tab but w/e for now), regular non-rare/ex gear etc...

    All those special items and trinkets that are one time acquisition only, can't be re-purchased or traded and so are basically creating a massive void in your collective inventory of dead space you can no longer use for anything should just have their own place where they can be stored indefinitely out of the way.

    It's also important to remember to picture the inventory issue 4-5 years from now and not based on only the situation you are currently faced with. 4-5 years of seasonal event items alone is a mess in and of itself.

    P.S. The game is designed, as was 11 with all its own inventory problems, to be played as 1 character able put on many different hats. Other games, like WoW, isolate each role for you on different characters and so you can focus what you keep in fresh isolated and unrelated sets of inventories for each role you choose to fill. Telling someone to "specalize" and ignore their other jobs to the preference of specializing in only 1 or 2 things is contrary to the very design of an "all-in-one" character design. The game is inventory heavy on one character by design. It is also not reasonable to say "just get some mules" even though that is what we used to do, it's a silly band-aid solution to a now very old problem. If you're not limited by design to 1 role, and you're not limited by design to 1 or 2 cap level crafting jobs so that, basically, you can do everything if you have the time, then the inventory system paired with this should reflect that reality.
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    Last edited by AngryNixon; 01-21-2012 at 05:25 AM.