I feel like just being able to discard items directly from your retainer's inventory would solve most inventory space issues. ಠ_ಠ
I feel like just being able to discard items directly from your retainer's inventory would solve most inventory space issues. ಠ_ಠ
The only addendum I would make is have it based on our own gear sets, instead of fixed sets of gear. I see no real problems, because you have to forfeit the items while in possession of the claim check. One item with special data vs giving the entire player base more inventory/retainers. I wonder which one is really harder?
Still waiting for that tacklebox.
Because we have so many free key item spaces. Instead of trying to add more inventory, or convert key item space to inventory space, they can just add key items without needing to seriously convert their inventory system.
Typically the FFXI set was only the "left hand side" armor set. Acc, you were still on your own. This made it to where you only needed 5 items, so it was easier to farm that fifth piece.
Basically, this system would trade 5 inventory slots for one key item slot.
Thanks for the responses everyone!
these suggestions don't really matter when one of their objectives is to get people to pay for more retainers.
I like this idea. It was actually pretty clunky in XI due to the gear swapping mechanics and the fact that even though you had to have the full set to store, only one or two items would be considered BIS, and also the amount of time and effort it would take to complete some sets, so there was always those things you couldn't store and for what you could you always ended up having to swap things around in inventory/storage every other time you changed jobs. Could work a lot better in a game like XIV and help out immensely with inventory issues.
If also a crafter/land classes wish the gave them a separate tab for armory to separate it from job/class gear be nice as well what I can dream can't I >.>
Keep in mind the reason for using a key item is because it takes up less memory - 1 bit, potentially. This means they likely wouldn't use actual key items (FFXI had hundreds of permanent key items), but it also means you would lose all customization for all stored items: materia, spiritbond, and so on. Or to put it another way, the FFXI storage system already exists in FFXIV, in the form of the Armoire. Storing sets of arbitrary items as a key item doesn't actually solve any of the problems the game has with inventory.
Player
Thought this was a good way to do a glamour log and if that isn't enough space saved I figured they could go one step further.
Items turning/generating tokens named to the area they're from and X amount of those area tokens unlock that area's glamour. So say for example 12 tokens of Brayflox would unlock Brayflox glamour page. For the many pieces of gear in an area all you have to know is once "unlocked: yes, no". Rather than "yes fending, slaying, aiming, casting, etc" or being unable to get that ring of fending to drop so you can't unlock the page. Seasonal would be "did you get the achievement for the event?". Little to remember for a lot of access.
Couple considerations though. You have to decide if the set is consumed to make a token or if there is an easy non-abuse-able non-memory consuming way to generate a token. I think an easy way without consuming the item (because that'd be a bummer) is that any item that has generated 1% of spirit binding from 0% makes a token. This is perfect because it means if you want to use it for the glamour book it must be "yours" and also means SE doesn't need to add some memory consuming special new "made token, yes/no?" because 1% is a single occurrence (minus things that go in the armorie, which they might as well automatically add to the glamour). So the only extra piece of information is 1 field per major category and a token, fairly minimal. The con and pro is that you could unlock a set from a bunch of unrelated items (half a fending, half a slaying, a few casting - all of Bray unlocked), but that would also mean reduced stress of unlucky drops (lose the idea of completing a set, gain a little freedom from RNG). To save time I'd consider adding a bind button that voluntarily adds 1% bind for free (so you don't have to kill one monster to generate the token).
Last edited by Shougun; 07-31-2015 at 09:38 AM.
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