While this wouldn't really help me since I barely craft, I definitely would like to see this implemented for the sake of other crafters. Most of the crafters I know hoard materials like they're prepping for the latest apocalypse scare......
While this wouldn't really help me since I barely craft, I definitely would like to see this implemented for the sake of other crafters. Most of the crafters I know hoard materials like they're prepping for the latest apocalypse scare......
I think a "workshop" area in the inn, apartment, or house would be fine enough for me. If SE doesn't want full access anywhere in the world then fine, but crafting at home with full access to my retainers mats would be amazing! My inventory would never feel so alive and free!
Same reason that they decide against glamour logs and other form of intense storage options. If they could make X specific item uniquely stored in Y location, why not take X and put it into Player inventory instead?
Ask yourself what would be better, the ability to store only materials in 10 slots or obtaining 10 player inventory slots to use on anything? That's pretty much the give and take with a new "storage" system, they take up the same amount of resources plus having to create a new flag to say only "materials" can be stored here would definitely be excessive work.
I think one middle ground that could be met is the following:
Create a new Housing permit NPC that sells the following:
Beastmen NPC gil items:
Beastmen 1
Beastmen 2
Beastmen 3
etc
etc
Basically the NPC would sell the materials that they sell in their territory, so players wouldn't have to run back and forth and it would encourage them to complete the Beastmen storyline in order to gain this NPC's benefits of selling X beastmen sold items for the X amount you completed.
They've already shown how easy it is to add an NPC that sells a multiple list of item via the Salvage NPC, so all they would need to do is code an NPC that sells X items and base it on Y achievements, since the beastmen achievements are potentially what link the stores to selling more items upon unlocking the new rank, or maybe the rank itself. But SE does seem to use achievements/quest to have the Salvage NPC sell what they do.
It seems like your idea is actually pretty close to exactly what mine is! That's very similar to my overall grand idea.
The difference between this and glamour log is that glamour log would hurt the economy, people wouldn't need to re-purchase certain items anymore because it would be locked to their character, that's one of the primary reasons they've cited for not wanting to do it. This doesn't hurt the economy at all as crafters This frees up inventory space from retainers to allow players to be able to purchase MORE gear. It also allows for community crafting in fluid form for free companies/groups. (If you've played FFXI) Think about the Synergy crafting system, it sometimes required more than one crafter to make certain high-end stuff, and required knowing how to balance out crystal flux etc. For this game to continue to thrive as they want and the playerbase wants we =NEED= a better crafting storage system.Same reason that they decide against glamour logs and other form of intense storage options. If they could make X specific item uniquely stored in Y location, why not take X and put it into Player inventory instead?
Ask yourself what would be better, the ability to store only materials in 10 slots or obtaining 10 player inventory slots to use on anything? That's pretty much the give and take with a new "storage" system, they take up the same amount of resources plus having to create a new flag to say only "materials" can be stored here would definitely be excessive work..
Last edited by Dreamx; 06-05-2017 at 11:56 AM.
Bumpity bump
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