




*fills all slots up with copper ore*For anyone on Balmung concerned about inventory space, do this:
1. unlock as many gear sets as possible
2. set up your gear sets
3. check how may spaces you have left
4. send me a /t with how many more spaces you have in ARR than in 1.0; I will reply with "I told you so."
/tell Molly Millions I DONT HAVE ROOM!!!!! W T F!!!!!


100 spaces on your character but you have 175 on your retainer, run out of room make a mule and send all the stuff you wont need for awhile. legacy accounts extra characters cost nothing.
biggest question i have is how many gear sets can we make.





Not everyone will be legacy in 2.0 XD - mules are not a solution (though keeping every dropped item isnt one either lol).
Yoshi said something about having equal to as many classes there are. +/- 1.
Though that was in like three Q/A's ago and maybe someone has updated information.

I had this same argument with a friend recently who thought it would be ok however I disagreed.
I know there was some mention about u/u stuff and how you would have to obtain various version of it (for now) to store in a slot. This would mean that your gear slots work very similar to the current bazaar system, meaning that items within your bazaar dont share space with an item of the same type in your inventory. When I heard about this I had a problem with it, partly because of some of the harder items to obtain currently and we arent sure how that system will work in 2.0 either so again this is based on just the information they have released to us.
There was mention of using the macro system to swap gear out, now even if the gear doesnt have to come back into our physical inventory first (which I will get to in a moment) doesnt that really defeat the purpose of having a gear set already set up? I mean right now when you swap from one class to another and then switch to job you are already hitting a macro (I am anyway) to change your gear. So its not really changing the system in a way that I see a point to, its just adding another button I will have to hit (yes no big deal but a pointless addition).
Here is my other concern, since the system already seems that it will exist outside of current inventory then what happens if I am out farming/fighting and my inventory is full to the brim. I want to switch jobs to do something within the party but 5 pieces of one of my gear sets is u/u and I want to use it with another gear set, this means if it does have to come back into my physical inventory first it wont work. I have no room to move them because I have no free space, I hope this isnt how it will work otherwise that really will ruin the entire point of the system.
I also read that we will start out with 2 or 3? Can someone correct that for me? If thats the case we are losing 100 of our carry-out inventory to gain maybe 40 slots of gear space? Not sure how that trade seems right either.
I know this is a system that will change over alpha to come degree but I am not ashamed to say I am not a fan of it. I think giving us the gear slots with existing 200 inventory would have been nice. Giving us the gear slots and taking away 100 slots is the same as making us hit macros to equip gear, except taking away space you gave us originally.



Actually, I already broke it down clearly in an earlier post as to how we're only really losing 40 inventory slots due to retainers gaining quite a lot. I think gear sets can more than make up for a measly loss of 40 slots.
Now if a circumstantial argument based on being near full in inventory is the best you've got as a con... then I'm afraid you'll have to try better.
Last edited by NoctisUmbra; 10-17-2012 at 06:45 AM.

Actually, I already broke it down clearly in an earlier post as to how we're only really losing 40 inventory slots due to retainers gaining quite a lot. I think gear sets can more than make up for a measly loss of 40 slots.
Now if a circumstantial argument based on being near full in inventory is the beat you've got as a con... then I'm afraid you'll have to try better.
So basically we are forced to return to town for crafting and jobs which was one of the big differences between XI and XIV when it comes to jobs and inventory.. k got it..



I don't recall saying that. I also can't see how you came to that conclusion without missing something.
So actually, no. You didn't get it.
Last edited by NoctisUmbra; 10-17-2012 at 06:50 AM.


In addition to only losing 40 slots, I made an extremely conservative estimate to show that you gain at minimum 48 inventory slots by using only 8 gear sets. That doesn't even make use of every slot in those 8 gear sets, and assuming that we get gear sets at a ratio of 1:1 (gear sets:job) then we'll definitely have more than 8. So anyone saying we'll lose any space at all simply doesn't get it. We're gaining inventory space, not losing it.Actually, I already broke it down clearly in an earlier post as to how we're only really losing 40 inventory slots due to retainers gaining quite a lot. I think gear sets can more than make up for a measly loss of 40 slots.
Now if a circumstantial argument based on being near full in inventory is the best you've got as a con... then I'm afraid you'll have to try better.





One of the things I'd like to see is if you are crafting in your player home or near w.e your retainers are that their inventory and yours meld temporarily. So you dont have to organize the inventory to start crafting just craft so long as you have the materials.
Could make a cute animation too as they stand by you and do a pass animation to your character before you go into the craft minigame.
And we are losing misc. inventory space but gaining armor/weapon space. (if you were completely naked you could hold more materials in 1.0 then in 2.0)
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