In a moment I'll open this up to any and all points of concerns or possible solutions for inventory bloat, insofar as you may or may not think it exists, but I wanted to start with some guiding questions to see where we're all at:
Just some food for thought.
- Is Materia worth having separate item IDs for with every rank and type?
Could they not, for instance, simply be held as an essence of a given type (Battledance, Heaven's Eye, etc.), with that essence then being consumable to slot a given amount of that secondary stat into gear.
In such a case, the spiritbond gear index (the data required on each piece of gear to store the 0-100 value) could be removed, too, with gear just generating over use essence of its largest secondary stat type, forgoing the need to extract it periodically (at 100%), and retrieving materia could just convert the attached secondary stat back into essence, though perhaps at similarly grade-related efficiency.- Is it worth having Cracked Planiclusters, Stellaclusters, Machi Matter, and the like?
Rather than, say, just having those add "Chromatic" essence that could be spent directly on any sort of Materia?- Is it worth having separate item IDs for tome tokens that you pay currency for just to then trade in yet again to actually make a "tome"-weapon purchase?
As compared to just paying the currency directly, atop whatever other items may be required?- Is it worth having separate accessory, feet, hands, head, legs, and chest-related items from normal raids?
As opposed to simply letting players spend 1 of a universal currency on accessories/belts, 2 on hands/head, and 4 on legs/chest gear as they like?- Is it worth having separate floor-by-floor item drops in Savage raids?
As opposed to simply letting players spend 1 of a universal currency on accessories/belts, 2 on hands/head, and 4 on legs/chest gear as they like, accruing that many more of those universal pieces per week as they clear more floors, perhaps with weapon and weapon upgrade purchases simply locked behind the relevant floor's achievement (or, n weekly clears of the normal version, whichever comes first)?Might it not be more efficient to simply merge them into a single, multi-armor-class piece of dyable gear?- Is it worth having separate gear IDs for gear pieces that are only redyes of each other?
Might it not be more efficient to simply merge them into a single, multi-armor-class piece of dyable gear, with any crafted dyable copies later added instead at least varying in their highlight colors/metal filigree, etc.?
Consider all this now opened to discussion of anything and everything concerning inventory bloat.
Now, what, if anything, seems a problem in regards to XIV's inventory systems, and what might be done about it?Is having efficient inventory systems, thus reducing need for (largely monetarily mitigatable) inconvenience, even important? Would a desire for increased intuitiveness or to reduce redundant UI steps be mere entitlement? Or, is some polish worthwhile, even if not 100% necessary? You decide.