this game has a rather extensive crafting & gathering systmes already, even though we can experience only a portion oh the game. There are many usefull crafting recepies in the game and enemies drop many differnt crafring components, which can be used in those recepies. I can imagine with the expansion the game will have even more new enemies and basic resources will be added to the game.
And yet even now the game shows an unpleasent side: managing all those numerous crafring components is a nightmare, mostly due to limmited storage space. Stack limite of 20/25 is not sufficient to support the quantities we can gather or that are required for crafting. And it might get even worse with the addition of even more materials.
Right now my houses are filled with storage chests to store all the gear or components. I do not have room to experiments with decorations or make my house look cozy. Even though I would like to.
As such I would like to make several suggestions to improve QoL in this regard, so that players do not waste thier time managing resources and can spend this time to play and explore this beautifull game:
1). Please, remove stack limit of crafting components & consumables in chests. Let the players stack unlimited ammount of items of one kind in one slot, as long as it is in a chest.
â This will greatly improve QoL and save time sorting, moving and managing many many items in the game. At the same time it will have no impact on exploration.
2). Please reduce the size of the Engraved Heartside Chest or introduce new, more compact storage containers. As it is right now this chest is the best option available, yet it takes a lot of space in a house. Especially in the most expensive house in Sacrament, with its complex geometry there are not many places where you can put this chest with nice esthetic in mind.
â This change will improve/expand the options to decocare your house.
3). This would be my most desireable, but unrealistic suggestion: allow players to store all the crafting materials in their inventory. This would completely eliminate time wasted on not playing the game and managing inventory.
I think the tension of planned resource management is a good thing, and (for me anyway) increases some of the enjoyment of the âpuzzleâ nature of figuring everything out.
While cupboards that take up more space could have their capacity increased a bit, I do like how they look aesthetically, and they add to the challenge of interior design âŚ
I see a future where Hoarding items wonât be as easy as it is now due to the lack of the full game content and mechanics like farming and repairing Sacrament. Further down the road I think weâll be using things like Farming to make mushrooms and such instead of storing them in chests and cupboardsâŚwhich will turn into more aesthetically oriented objects than required storage needs. Weâll see though. Many years of Development to go.
The reason I made this topic is because I do not see how limited storage space for resources adds any value to the gameplay other than runing from one chest to another and spending unreasonable amount of time to sort materials. There is no tension here, only busy work.
This would be a significant QoL improvement and focus time spent more on the core aspects of the game, like combat or exploration.
Depending on how you approach the game, such work is the tension. If you just want a combat game without worrying about resource management, then, yes, I agree this is just busy work. But if you want to play a game that does have elements of resource management, then itâs not busy work at all.
Some people just throw chests and other things into their houses without any thoughtâbecause they only care about their utility. Others spend a lot of time carefully placing and rotating everything, and adding cosmetic touches that donât have any function whatsoeverâbecause they like the design challenge, the running back and forth and sorting to get things âright.â
For people who enjoy farming for resources and managing them (and it seems this game is being designed to have those elements) this isnât a problem.
This game combines elements of many other genres of games. Itâs what makes it so unique. I donât think Iâve ever played a game that represents so many other genres at once. Luckily for me personally, I enjoy all of these different aspect. The âgeneralistâ approach appeals to me.
Exactly this @ShortCat this game combines genres not literally but in what kind of enjoyment you get out of it. If you just want to fight, fight, fight then sure you can do that but you should at least have a modicum of organization with your chests. I see people putting weapons inside the same chests as their materials, why? Itâs a very easy fix to just be more organized especially so organization is vital to the buildcrafting experience of ARPGs. If you donât learn to be organize you will absolutely hate farming builds out because youâll go back to the same chest 5 different times. I donât see it as busywork, I see it as the results of me being good at the game seeing the amount of katanas I have expanding in a chest. Seeing all these uniques that I can now sort through & remove the ones with low rolls and keep the high rolls
I do agree. you need 4 worlds minimum to work with the current system, and in early game, the storage shortage hits like a tank. you may be dropping that one god piece because you have way too many potion craftables in your chests.
speaking of craftables, unless potions were intended to be an alchemist style build, I feel the drop rates dig rates of potion resources is way out of line with the ore requirements to craft them. dozens of roots and herbs pop up in crates and digs, but just one potion throwable can cost 5 ingots per???
to resolve this, perhaps alchemy should become a class, and you could require an equipped bag to throw potions in the offhand. This way you could drastically cheapen the ingot ore costs for crafting, while making having 400 vines in chests a worthy case, as this would be an alchemist builds ammo.
My main suggestion is to remove stack limit for resources as well as consumables in storage containers.
This suggestion does not eliminate the option to sort items by their type, if the player decides to do so. You can still organize gems in one chest; and swords in the other. My main goal is to prevent the situation where you need one chest only for blue gems, and one only for red gems. And I want to remind you, we have access only to a fraction of the game right now, so that the amount of unique resources will only go up.
Neither goes my suggestion against house decorating. In fact, I would like if it gets an expansion with new stuff, new themed storage containers, like a weapon rack.
Both of you fall under a very minor group of players, who seem to like running in circles just to perfectly sort few items.
Most players do not like this activity, because they perseive it as a waste of time. Which it is when you need several realms to sort your gear, because all your houses are filled with chests with hide or tomatoes in them. There is even a chance some will drop the game for this reason: for lack of Quality of Life features.
oh thank god someone who actually knows how to have a discussion on this forum. So I do agree that their will be MANY more unique items as we progress through tiers/the narrative but I still fundamentally disagree with the doing away of all stack limits because that is such a kneejerk reaction and an extreme solution. You have a point that we are experiencing a fraction of the gameâs resources but that same point can be applied against you with the idea that we will also get future better chests. And the past like 3-4 updates the devs have agreed inventory is a problem and increased stack sizes + inventory size of chests.
You say running a few circles to perfectly sort a few items but the truth is humans are categorical creatures if you canât organize ANYTHING at all then never mind this game the entire ARPG genre isnât for you. Even if the player doesnât externally like the activity of organization itâs a part of the gameplay loop that controls pacing and makes you aware of how much you have. I do agree things like embers & gems need their stack sizes upped to like 50 minimum. Iâm surprised you didnât mention this but the by far WORST culprit of causing âtoo many chestsâ syndrome is runes not stacking.
You also say you have several realms for all your houses of all chests, hate to break it to you but that is a totally even more minor thing & a you problem IMHO. If you buy all 4 houses, have them all full of medium size chests with no refiners whatsoever, then youâve played this small portion of the game a ton like I have but are not throwing away enough stuff. If you have 10 of the same unique thatâs on you for not throwing away the ones with lower rolls.
Slightly offtopick: I just want to highlight that we already have quick stack⌠something that can take several patches in other early acesses
Thanks for that.
Feels like moon kinda neglected to look at why looter arpgs are designed the way they are. Just one stash chest with potential infinite number of tabs, very convenient and i would much prefer it to messing around with housing.
Also they pretty much allow you to fast travel from anywhere, open the town portal which teleports you next to your stash chest, dump all your resources to free up your inventory space, jump straight back into the portal and carry on farming.
Not saying they need to add these things, just at least consider why theyâre designed that way.
For me personally, the resource management adds nothing to the game but tedium.
That being said, if stacksizes are large enough, containers donâ take up too much space and have enough slots and items can be autosorted in the right chests with the maximum convenience (set Item types for chests?), maybe just maybe we can manage for the people who care.
Until then I will have to realmswap as needed for storage space.
As you mentioned, developers already increased inventory/stack size. Nevertheless I still see problems and want to point them out, as well as provide a possible solution - EA is the right place to do so.
ARPG genre is notorious for its mountains of loot, however it deals with it in an adequate way. Most of the time you get one chest with several tabs. Storage space may be sparse to sell more via micro transactions, but QoL of sorting is not impaired.
I did not mentioned runes, because they are not integral to this specific thread. I am talking about stack size, while runes fill the invesntory with thier individual variants. (Yes, I have 4 chest with runes to try them out, as there is no wiki yet. Yes their management is not optimal.)
At this point I would like to ask you - what advantages does a stack limit in container bring? What would the player lose, if it would be possible to stack unlimited items in one slot?
nothing the player canât lose, theyâre always winning. Can it be tedium sure but it also forces a certain pacing to the gameplay loop and makes you walk around your styled out house instead of just touching 1 chest at the door then leaving. That same train of thought to me can be applied to stamina(we already have stamina affixes that can give us infinite, just remove stamina and change it with attack speed) Iâm obviously exaggerating here but itâs similar in my head. Logistics/organization is a skill or something you have to adapt to same as fighting in this game entire genres of games are built off the dopamine of good planning/organization and I get that vibe here.
I guess the problem there is the dopamine is dependent on the playerâs view on skill/challenge. It doesnât work for anyone whoâs not interested in it. for anyone like me whoâs not interested in that side of the game and wasnât expecting it, itâs just tedium. Tedium doesnât feel good to overcome in the same way a good inviting challenge does, the difference between tedium and challenge is a matter of opinion.
Long and short of it is thereâs no dopamine for overcoming tedium, and thereâs no way to convinve someone that something isnât tedious.
I wonder if some kind of give-and-take system could be put in place.
For example, the greater the amount of storage you have in your chests, the fewer the number of items that drop. Or, conversely, the more limited the amount of space you have, the more youâre rewarded by having a greater number of drops.
Each person could then choose where they sit on the scale between convenience and reward.
Those who have a lot of storage would end up filling it over timeâwhich would satisfy hoarders.
Those who have little storage and who already discriminate between the drops they get would have a greater chance of finding something really good (through more RNG attempts) in exchange for that discrimination.
There could be a game setting that determines a storage-space multiplier ranging from minimalist to balanced to hoarder, each with pros and cons.