
Originally Posted by
Tridus
There are a couple of ways to look at this. If you're just a combat player and you don't need a lot of the stuff that you get, then yeah, it's fine. Sell the stuff you don't care about, like crafting mats. If you do need something, you can always farm it or buy it back. You need space for glamour and currencies, but it's not so bad.
Crafters? Yeah, no. There's a bazillion things you use to craft things to craft other things. Many of them are time consuming to gather or can only be done at certain times/come from bosses/currencies/etc. If you can plan ahead, you can have your retainers do a lot of that, but anything on demand quickly becomes a huge mess. If you then also have glamours and currencies on top of that? The struggle is real. These two use cases are very different.
As a software developer, I see lots of room for improvement. Currencies are an easy start. Ran a few things last week and now I have Sigmascape bolts/cranks/crystalloids/springs, along with Deltascape equivalents after helping a friend get their clears. Then Alliance Roulette gave me a pair of different Mhachi coins to go with the Rabanastre ones I already have. Is all of this really necessary? Why not have the currency items in the currency tab instead of wasting inventory space and forcing me to lug it around or remember where I put it the next time I get more and want to buy something?
Lets not even talk about the absurdly overcomplicated process that is buying and augmenting a creation weapon at this point. That takes three currencies (one of which is treated as a currency) plus a couple of intermediary items, and FIVE steps of talking and trading in.
When it comes to storing crafting stuff, a big improvement would be a unified inventory. Stuff right now is broken up all over the place. I know, I know, server limitations. But I have my inventory, three retainer inventories, and now Chocobo inventory. I can search for a specific item, which is helpful, but that's a whole lot of distinct things. Lets say I take some of the advice here and want to better organize my retainer inventories. If stuff is on one retainer and I need to move it to another to do so? Open up one retainer, grab stuff, open up other retainer, move it. Probably have to do that more than once because I won't be able to hold it all in a single trip. Now do that dance for several retainers and this is quite the exercise.
The thing is that to the end user, the distinction of where something is adds no value. That's a server implementation thing that a user doesn't care about. What do I want in an ideal implementation? If I own the item, I should be able to use it. I don't care where it's stored. And that is where the current system fails. It makes me care about the location of my stuff far too often, so have to juggle things around to craft, or dye, or whatever else I want to do.
That people manage to make the current system work for them is a testament to people's adaptability, not a testament to a well designed inventory system. There's lots of room for improvement on the UI end.