As the title suggests this will be my take on what they should do for the wardrobe and specifically how to handle the plethora of different items in the game cluttering your storage spaces. This will also address any possible exploits such as teleporting items across the world.
Here is what I would like to see:
The wardrobe has an unlimited space for cosmetic items.
This, and not allowing duplicates of items, will allow those collectors go wild and still be able to play the rest of the game without most of their normal storage being clogged with gear from lvl 15 that is purely for cosmetic looks.
The wardrobe can be accessed from any node for free.
This one is quite simple, you should not need to run back to your freehold or node of citizenship to equip a new cosmetic. However I do not believe it makes sense to allow this on demand wherever you are in the world. Though I am not aware of how exactly they will allow access to wardrobes, I thought it would be good to at least state my stance on it.
Items placed in the wardrobe are permanently made into a cosmetic.
This does one simple but important thing, it removes the ability for you to "teleport" items between nodes by downloading them all into your wardrobe at point A and travelling to point B and taking them back out. It is an important decision the player will have to make and live with. I just ask there be clear warnings in place so that any complaints can essentially be ignored as they knew what they were doing when they clicked that button. No Refunds.
Changing cosmetics costing a small percentage of the materials.
While all of these are just suggestions this is one that I am more welcome to criticism as even I don't know if this could potentially turn out bad for the player experience. The thought behind this sort of limitation was to keep these items relevant to the economy. Instead of getting the item and never having to interact with it's materials again this would provide a never-ending demand for materials from gatherers, processers, and crafters. As for actual percentage of materials? That is really hard to say as you can't really do 1% of 3 iron bars if you get what I mean. This would need testing by those that know more than I, the developers.
Alternative way to implement the material cost that simplifies it and alleviates the issue of store cosmetics vs regular cosmetics. When a cosmetic is applied it causes the chosen item to take a small durability loss.
Alright, those are my current thoughts on the matter, what do you all think?
Additions:
Preview window for mixing and matching cosmetics.
This in my mind was a given but it seems I should have put it up there anyway to prevent confusion. One thing that would be nice for this is to allow a preview of things that are not just our characters such as boats, mounts, pets, freehold stuff, furniture, etc. Basically, if it's a cosmetic I would like to be able to preview it before I decide to use it, especially if there is a material cost as said above. Having this be usable on an item at any time would be amazing.
The Wardrobe being viewable through the UI.
A simple thing that I honestly just assumed would be apart of the game but it does not hurt to list it here as it would be really annoying to have to go back to a node just to look at your own collected cosmetics.