If you even vaguely understand programming (Even giving the benefit of the doubt that it's spaghetti code)
Yes they can.

If you even vaguely understand programming (Even giving the benefit of the doubt that it's spaghetti code)
Yes they can.
Cool. Show us how SE adding a tackle box will let me use those 40 or however many slots for storing my crafting reagents and ring overflow instead of only bait and lures (and possibly seafood).
At the same time, show me how I can use the offhand compartment in my Armory Chest to store my dyes and housing interior fixtures. I only have 12 offhands so there are 23 slots going to waste that I would dearly love to use for other things.
No, they can't with their code. Every game allots characters a maximum amount of storage space. What gets restricted to one item type becomes storage space lost to other items types. Better to have everything general use so players can store what's relevant to their game play.
At least the saddlebag is a separate container from your general inventory so you can sort specific item types into as you like to find things easier. What would be helpful is for SE to detach it from the chocobo so it can be accessed at any time, then allow us to choose bait/lures stored in it just as we can choose those stored in our general inventory.
No, I wouldn't. I want all storage to be general storage so when I don't fill out the space with one item type, I can use it for others.Yes, obviously by my picture I am using my saddlebag as my tacklebox...which means I can't use my saddlebag for more...useful things. I for one like to have bait on hand, for whatever fish I may need to go after next for whatever reason. It's more efficient to have it all on me than to have to stop, run back to a housing ward or a specific NPC, go to the scrip NPC, then run back out to my fishing hole (And maybe miss my time window for the catch, or drastically reduce my time to catch said fish by all the running around.)
I would argue if not a tacklebox, perhaps everyone can simply get a gathering tab - where crafting materials go directly into that bag. (Including bait.) I'd even be happy with something like that and I'm sure our botanists and miners would also be happy with something along those lines.
An improved sorting system would be nice but not restricted storage.
Last edited by Jojoya; 10-11-2019 at 05:35 PM.
You're not thinking outside of the tacklebox at all, and are fixated on the concept of a zero sum inventory count. There are multiple ways something like this could be implemented that don't even take up inventory slots at all.Cool. Show us how SE adding a tackle box will let me use those 40 or however many slots for storing my crafting reagents and ring overflow instead of only bait and lures (and possibly seafood).
At the same time, show me how I can use the offhand compartment in my Armory Chest to store my dyes and housing interior fixtures. I only have 12 offhands so there are 23 slots going to waste that I would dearly love to use for other things.
No, they can't with their code. Every game allots characters a maximum amount of storage space. What gets restricted to one item type becomes storage space lost to other items types. Better to have everything general use so players can store what's relevant to their game play.
At least the saddlebag is a separate container from your general inventory so you can sort specific item types into as you like to find things easier. What would be helpful is for SE to detach it from the chocobo so it can be accessed at any time, then allow us to choose bait/lures stored in it just as we can choose those stored in our general inventory.






The reason you can't take the saddlebag anywhere (I assume you mean instances) is because all data in our inventory has to be transferred along with us. The intent of the saddlebag is to create some disconnected inventory that doesn't have to get transferred. You functionally do leave it behind and not carry it with you into the dungeon.At least the saddlebag is a separate container from your general inventory so you can sort specific item types into as you like to find things easier. What would be helpful is for SE to detach it from the chocobo so it can be accessed at any time, then allow us to choose bait/lures stored in it just as we can choose those stored in our general inventory.
I suspect the coding for bait specifically includes instructions to look for baits in the inventory, deduct one [used bait] from inventory when you cast your line, etc. Maybe they can recode that, or maybe they don't want to fiddle with it.
Last edited by Iscah; 10-11-2019 at 08:58 PM.


Storage wise, a dynamic inventory is generaly a bit more problematic because more info has to be stored (location, type, value). A static inventory like a tackle box only needs 1 value as the location and type in the inventory are static, this can potentialy reduce the storage of such data by a third. Sure, code wise this might not be the easiest change, but if it is this much of a problem, there is very likely a deeper issue that must be resolved.No, they can't with their code. Every game allots characters a maximum amount of storage space. What gets restricted to one item type becomes storage space lost to other items types. Better to have everything general use so players can store what's relevant to their game play.
Storage wise, we can give an idea of how much it will cost though:
If each tackletype can hold a storage of 1000, then you will need 10 bits per tackle, which is normaly rounded up to 16. But why not limit it to 250 then (8 bits)?
Then lets say we have 100 tackle types, and 10m characters (inactive accounts still matter). This means in the 1 byte per tackle system, all this data adds up to 1GB. This on its own might not be a hassle though, but this does exclude any overhead and optimizations.
So it is quite heavy on the data here for something 90% of the players probably doesnt use. Compression might help, but in a game is usualy not a viable system if data must be transferred. And unlike crafting, 100 tackles vs 24 crystals is a major diffirence in balancing forced inventory.
Simplification must happen here if tackles are no longer part of the dynamic inventory.
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