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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
In game storage?
ArchivedUser
Guest
So anyone know how this will be handled?
One game I played in the past called UO handled this option pretty good IMO.
You got to use a main bank, with a set limit, that way you could store whatever in the bank. Once you got a house to a castle, the size of your place gave you a limit on what you could display there, but you could add boxes or trunks for storage.
Then you have games like WoW, that give you bags to use for storage, you needed to buy more storage slots in the bank, and drop in different bag sizes o keep your items.
Just wondering what's the plan for AoC for how we store items.
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Comments
1. Bag space is minimal because caravans will be the primary method for transporting goods.https://wiki.ashesofcommunity.com/wiki/Inventory
2. You can store items in you're freehold https://wiki.ashesofcommunity.com/wiki/Freehold_benefits
I personally hope storage units are fairly large because as a gatherer - I need a ton of space xD
I'm happy bag space is restricted but I do hope my storage isn't!
What I would improve, is besides only chests, there should also be closets, wall safe deposit boxes, floor safe deposit boxes,... you know different options besides just chests.
Should not be set where you can solely depend on your bags but mix it up so that the caravan system does not get insignificant.
Would be nice to have bag categories (gems, weapons, potions, etc) instead of one single section. But I wouldn't mind either way.
A universal (character item sharing capabilities - cosmetic and bound items maybe) bank would be nice as storage in your freeholds or nodes.
- Visual slots - each item has a single slot and some items can stack within that slot
- Visual slots - items take up space, multiple slots, ala Diablo; a herb stack might take up one slot but a breastplate will take up six
- Text list that can be filtered and categorised and space is based purely on numbers of each item carried
There are more ways to do it, but these three are the most common in MMOs and RPGs.That may work out better for items like crafting materials and bag should potentially be more organized with that method as well.
It's all about the user interface. L2 and ESO were trash.
I need to easily see the stash, and have a generic organisation button, as well as be able to manually organize it. The stash should populate the majority of the screen while I'm in it, not some 15%.
Redundant items should ofc be stacked, main gear is not necessarily so. The space should be adequate, or the ability to make it so, that it can support the max number of characters per account. Also, storage space should be fully shared by the account (ie Diable 3).
Lastly, the items should be easily identifiable by glance.
But I also like there to be different bags for gathering items and for quest items too.
I did like the way EQ2 did storage. Your bank and house had a certain number of slots each that could not be expanded but you could put bags and boxes and chests in those slots and expand your storage that way. So if, for example, you had 20 bank slots you could store 20 items. But if you put a 10 slot box in each of those bank slots you suddenly had 200 storage slots and multiples of the same item were stackable into one slot up to whatever the maximum stack size was.. Also bags, boxes and chests were craftable by players so that was a whole market unto itself.
A bag that you could move things around in, regardless of where they were, that didn't require a graphed placement system. It was all item count/weight requirements.
Then their housing system did the same thing. Chests, bags, etc all able to hold a certain amount of items within the house, and the house itself had an item count too. The item count was really more to do with the capacity of the servers than anything.
In a world where you can move about freely in any direction, it just seems odd to me to have a graphed or slotted item restriction on inventory.
Again, just the Old School Alumni in me speaking.