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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
bag space and the overflow of your inventory
Copperfield
Member, Alpha Two
how is this being handled or pov by devs?
the annoying situation of not having enough bag space to store your items...
less items to store? or more inventory to begin with?
how is this being handled?
the annoying situation of not having enough bag space to store your items...
less items to store? or more inventory to begin with?
how is this being handled?
1
Comments
https://ashesofcreation.wiki/Mail
I note that the OP made no reference of any kind to node destruction, and the mail system doesn't relate to any of their actual questions or the thread title.
As for an actual answer...
We know that both slots and weight will matter, and that space will be limited.
(ref: Inventory)
There's a spectacular amount of information on inventory limits on the wiki (see the link above). This includes information on...
- Different backpack types for different activities
- Limits of player housing storage, per housing type, and how it's upgraded
- How banks work
- How the Caravans and Mules make transporting large quantities of materials (100x and 10x player inventory limits) possible, and the risks and tradeoffs involved.
There are also situations where you receive certificates instead of items, to allow you to carry more than usual back to a node: "Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[66][63]"
Same bad experiance with New World ? I am also interesting in the answer... Some players hate crafting but some games force you to craft all the time to make place in your inventory. This is terribly annoying. In New World (when I was playing, maybe it changed), you had to craft the half of your time IG.
I hope there will be a high limit for storage in AOC or at least a good economy to be able to sell your items without crafting all the time.
One solution is to reduce quanities of ingredients necessary for crafting and reduce the drop rate at the same time (mobs/ressources). The permanent feeling of abundance hinders the pleasure of discovering/playing.
It's very possible that this is not an issue to devs. They may view it as incredibly good that you might have to choose what to loot and what to throw away. They may allow certain subclasses to have "interdimensional bags" that can hold more items, or tank classes maybe can get more weight limit. There is design space there for an RPG that typical MMO's totally ignore. I hope AOC leans into the FLAVOR of bag space and load limits. I think its interesting to play in constricting environments because they often lead you towards creative solutions.