Quote Originally Posted by Jojoya View Post
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, 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.

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.