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Storage, bags and rarity stacking solutions

lamina5432lamina5432 Member, Alpha Two
We've been struggling with inventory management for a while since at least alpha 2 started. There are a few problems with both the bank storage and bags.

1. Biggest problem with so many rarity's multiplied by the materials in the game it causes space filled up in the Tetris type organization system to be very overloaded. This leads to a lot of disposing of resources you want and need but can't hold.

2. The different sizes of some of the gathering materials causes some bags to be just worse and also some storage specialty tabs to be just better. Example comparing herbalism and mining a mining bag at novice common can hold only 4 less than a herbalism common novice bag. While the herbalism can not hold any rocks at all. The opposite happens with storage where the specialized bank spaces are all half the size of general tabs with each type of material being given the same stack size. So you can fit twice the amount of herbs in compared to stones.

3. Rarity filling separate spaces themselves despite being the same material leads to what feels like a lot of empty space left to be filled. If you only have 5 heroic granite and 41 common granite they take up the same space right now.

4. We have a huge increase in material requirements for crafting. Some recipes requiring hundreds if not thousands of materials. The current bank storage does not support this and makes the coordinating this very troubling especially when trading needs to be involved because you can't do it all yourself. On top of that the guild storage is very wee for 50 people also sharing materials together.

6. We also have no reason to use caravans a very interesting system to transport materials between locations when just running it yourself is just safer. Though it would take a little bit more time.

7. Last one is more a pet peeve and should align more with an economy fix then a storage review. TLDR is some items feel weird size wise when processing and crafting. Why does a milk bottle take one whole cow, why does a bow take 300 trees.

Not sure how Intrepid wants to deal with some of the problems other then playing with numbers but I have a few proposals. 6 and 7 are more economy changes I may make a post about later.

Rarity could be stacked together with the same material. So you could have out of a 41 stack in a novice mining bag, 3 heroic, 15 uncommon and 23 common. Just add a drop down when right clicking to observe the count in the stacks.
This can then be used when adjusting the different types of material bags in a way that a mining bag almost is as good as a herb bag while also being able to hold stones.

I also do think bag and storge size just needs an increase in total size everywhere but again something that needs playing with. But with the durability increase as tools go up levels you barely use a quarter before running out of space.

Comments

  • SmileGurneySmileGurney Member, Alpha Two
    Good God man, are you mad?! Everyone knows that if you have green and red apples you cannot physically put them into the same fruit ball! Don't even mention oranges and pears!
    My lungs taste the air of Time,
    Blown past falling sands…
  • SmileGurneySmileGurney Member, Alpha Two
    edited September 21
    On serious note, storage and bag space were annoying in the previous Phase. Intrepid knows this was a common feedback. Instead of working to resolve that they've INCREASED material requirements to craft anything.

    This is no longer annoying, this is just obnoxious at this point. Constant storage Tetris games. 600 copper or ash to craft ONE not even the best lvl 25 weapon. Similar resource requirements for armour etc. You constantly juggle different material rarities in storage. Great "gameplay" experience.

    "Grind sucks, we hate the grind" /s

    https://www.youtube.com/clip/Ugkxy1o6r5ZVskH1YD_DdITPjlL6y37eqKYj
    My lungs taste the air of Time,
    Blown past falling sands…
  • daveywaveydaveywavey Member, Alpha Two
    I mean, do we *need* all the different types of resource?

    Does it actually matter which type of T1 Wood a recipe needs?

    If we chop a T1 Tree in any node, can it not just give us "T1 Wood", rather than a specific kind? And then you don't need nearly as many recipes or inventory slots or storage slots, and it's easier to introduce new biomes cos you don't need to re-do every single new resource you put into it...
    This link may help you: https://ashesofcreation.wiki/


    giphy-downsized-large.gif?cid=b603632fp2svffcmdi83yynpfpexo413mpb1qzxnh3cei0nx&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • RonDog98RonDog98 Member, Alpha Two
    daveywavey wrote: »
    I mean, do we *need* all the different types of resource?

    Does it actually matter which type of T1 Wood a recipe needs?

    If we chop a T1 Tree in any node, can it not just give us "T1 Wood", rather than a specific kind? And then you don't need nearly as many recipes or inventory slots or storage slots, and it's easier to introduce new biomes cos you don't need to re-do every single new resource you put into it...

    Love this idea but intrepid would hate it because it would mean you wouldn’t need to travel across the content to craft a particular T1 recipe.
  • lamina5432lamina5432 Member, Alpha Two
    Posted this on discord too and one of the suggestion is that the disengage rarity from base resources themselves. Then add a separate bag that to contain a type of material that's a modifier itself for processing and crafting. The idea's post goes pretty deep but that's a Tldr version and I could get behind it.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    RonDog98 wrote: »
    daveywavey wrote: »
    I mean, do we *need* all the different types of resource?

    Does it actually matter which type of T1 Wood a recipe needs?

    If we chop a T1 Tree in any node, can it not just give us "T1 Wood", rather than a specific kind? And then you don't need nearly as many recipes or inventory slots or storage slots, and it's easier to introduce new biomes cos you don't need to re-do every single new resource you put into it...

    Love this idea but intrepid would hate it because it would mean you wouldn’t need to travel across the content to craft a particular T1 recipe.

    Agreed, this isn't only bad in Ashes either, it's bad as a 'final goal' style implementation for anything that wants to actually pull players based on the living world concept.

    The number of people who will stop caring, be irritated/sickened, or complain because the game has only one AdvP1-Wood/ArtP1-Lumber is way higher than the number of people who will be mad if there are 2 (in a normal game) or 4 (the minimum amount Ashes needs).

    Intrepid's promised systems all work better with at minimum 3 types of AdvP1-Wood:
    • Crafters having some form of control over stats
    • Regional specialization
    • World Manager effects
    • Commission Diversification
    • Bag Tetris (in conjunction with regional specialization)
    • Furniture and Housing
    • Settlement Exp and appearance (to an extent)

    All that is before we even get into things like 'how the Woodworker in my Guild feels about it'.
    "Save us, Jake Song!"
  • daveywaveydaveywavey Member, Alpha Two
    lamina5432 wrote: »
    Example comparing herbalism and mining a mining bag at novice common can hold only 4 less than a herbalism common novice bag. While the herbalism can not hold any rocks at all.

    And, the Novice Herbalism Bag actually holds less than the basic Sanctus Resource Bag does. You're better off not using the Novice Herbalism Bag.
    This link may help you: https://ashesofcreation.wiki/


    giphy-downsized-large.gif?cid=b603632fp2svffcmdi83yynpfpexo413mpb1qzxnh3cei0nx&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    daveywavey wrote: »
    I mean, do we *need* all the different types of resource?

    Does it actually matter which type of T1 Wood a recipe needs?

    If we chop a T1 Tree in any node, can it not just give us "T1 Wood", rather than a specific kind? And then you don't need nearly as many recipes or inventory slots or storage slots, and it's easier to introduce new biomes cos you don't need to re-do every single new resource you put into it...

    This is planned for a QoL improvement about 12 months after launch.
  • lamina5432lamina5432 Member, Alpha Two
    All the different wood types just need to be able to used in recipes. The strictness of the current nature recipes have, doesn't allow for crafting flexibility between players.
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