I agree on some of these.
1. Glamour Wardrobe - Basically any way of "sticker collecting" gear you have, or ever had works for me. Being able to change the colors after-the-fact also works. That said, you really should be able to glamour anything to anything that fits that slot, and unfortunately there's not many gear items that actually work that way. It's too bad we didn't keep the original V1.0 model system that had race-specific gear models, that would have allowed better defined ways of "create a glamour set", to include individual earrings, finger rings, belts, etc. oh well. What, at the minimum would work is "take a Glamour photo" of this item, that stores the photo of that gear on your character client-side, but stores the configuration of that gear on the server, thus allowing that entire configuration to just straight be used. Being able to simply "deposit" old gear into a unlimited space wardrome is the other possibility, where once deposited, it can't be pulled back out since it's only a Glamour id number rather than a stats-containing gear.
2. Token wallet - This should just go away entirely and be pushed to the currency box. I have a bunch of these from different tribes, why do I need 6 stacks of the same one? Multiplied by the different tribes? If the intent was to be able to trade those, then they should have created something like a futures market for them in the game where you could exchange 1 (tribe currency) for X (tribe currency), no transferring to gil. What is really annoying is that you have just 1 of them and you don't want to just throw it away.
3. Resource wallet - No. Hear me out.
Crafting is an integral part of the game. The way to deal with this is to have either a shared "crafting" inventory, or a specific inventory (like the armoury) that that is attached to each crafting/gathering class, that can only be accessed while in that class. That solves the bandwidth/packet size problem when syncing data between the server and client, and server to disk. Other games create "bags" or other user-expandable inventory in a fixed location like the "bank" that can only be opened while in that location.
The alternative here is to allow expanding the inventory of the retainer for crafting materials only, and when you're on a crafting class, be able to simply summon the retainer to your location and thus you have access to the retainer's inventory as if it was an extension of your own. You could then simply "dismiss" the retainer and all crafting materials in your inventory are "cleaned up" by the retainer and stacked in this special crafting space.
The problem with "wallet" type of mechanics is that you're not tracking the unique item, only a counter, that needs to be updated every time anything changes with your player. Since you won't always have all these items, this wastes huge amounts of space and bandwidth. It is better only "wallet" items that the player will likely always have >1 of, like the tomestones. Hence this should work for the beast tribes and it saves a minimum of 8 inventory spaces and likely up to 32 inventory spaces if you have 4 stacks from each beast and don't quite know what to do with them.
The one thing we keep overlooking is consumables, let's make this #4...
4. Consumables-only inventory - What I think the game really needs is a way to just dump all the consumables (eg pots, food) into an inventory page where all food items that do X should stack. eg mana pots and food that increases casting power should be a "caster" consumables page. At least one and a half of my main character's inventory is filled with these things because they are quest rewards, but I don't use them except in dungeons, so when you keep getting them as quest rewards and you're not going to be playing that class that the food helps for a while, we really need a "fridge" or something to put these.



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