I agree with this. Currently we have a system where players feel compelled to ignore all aspects of aesthetic home building in order to solve this problem by filling their homes with chests. They’ll always do this because it’s optimal, and allowed within the system mechanics. Unless the problem is heavily minimized or removed houses will always become warehouses.
Removing stack limits is one way of minimizing this issue. I wonder if the devs will chose that course or a more elegant one (or none).
Could not disaggree more. This is neither a building sim nor RTS. Inventory management is not integral to the core loop of the game - exploration and combat.
You deny QoL improvements from an utterly subjective perspective.
I find the basic idea intriguing. However, I do not think it fits here. Storage space is technically unlimited, while build variety and replayability is heavely dependant on the right gear. NRFTW has so many destinct weapons or runes as well as cool looking gear; your idea would constrain real content behind efficiency.
I am honestly torn about this. While i do dislike that i have 3 weapon chests (and surely more to follow), i feel like my 2 resource chests are enough. I just sell everything over the stack size.
do we really need 40 siren tongues? I doubt it
Also give a good stack of coin to enchant and upgrade.
But i could def. live with increasing stack size in storage. I see no harm in having 100 stacks instead of 20s. But after that hoarding is on you. We def. do NOT need 101 Siren tongues lol
sure it is it’s not the main focus but it’s certainly important. Are you telling me there’s no organization involved in build-crafting or having the proper loadout when going into a dungeon like the Crucible for example? You thought your loadout was perfect but then you browse through your house & find that there was a similar chest piece that you enchanted & forgot about as you were making a new toon, and it’s just a better fit than what you have currently. That is organization, that is on the player to know to remember & to sort properly. You also missed out on the other part of my statement where it sets a pacing to the game & prevents the player from just walking into their house, pressing their buttons, and leaving. I don’t approach this game just from a ARPG perspective anymore due to its many gameplay systems but that’s why we’re here to give feedback and I’m pretty firm on this opinion.
My hoarding kinda startet after I played a while and reached T3, unlocked some crafting recipes.
To upgrade 1 armor item in T3 requires ~30 units of either ingots/lether/cloth. Since I am still in a discoversy phase, I test all weapons, runs or builds, I am not ready to commit this many resources just yet.
There are also several great looking armor sets available only with crafting but those require boar or stag parts. There is also a cool looking cloth set that actually requires siren tails, but the bottle neck is linen garment - absolutely unfarmable.
As a result I startet collecting stuff in anticipation to find a new recepy.
It feels like some resources should not be as rare as they are, like silver, but their gains are just low due to missing access to furhter areas.
Yeah i think a lot of this will sort itself out in the near future.
Honestly, i do not have a good solution for the issue with having tons of weapons and armor pieces. Making them stack is unrealistic, since they always have different rolls on them when enchanted.
Maybe some sort of special chest type might help. For example a wardrobe for armor pieces that has more space than item chests.
Completely removing storage capacity limitations feels like a bit too much still. After all, when we are realistic, most of our hoarded items will never ever leave their chest. So i at least try to sell item duplicates and only keep the “good rolls”, but i agree, its not optimal right now.l
It is impossible to memorise every item in your stash. If there is no way to compare or search or sort gear you are left with busy work. Skill is not knowing in what chest a weapon is, but what you can do with it.
If a player is interested in house interior, they will spend time decorating it as a side activity. If a player is not interested, they won’t. Period.
Then there are payers in between: I would like to decorate my house, but I won’t do it, because I need 4 chests to store runes and I do not have space for deco.
In contrary to what you believe, limited storage space as well as overabundance of loot will inevitebly fill houses with storage chest, because a cozy home will not help you down the Echo Knight.
Of course it’s impossible to memorize it, but knowing which chests contain what and your own mental categorization is part of these games. If you put every type of armor into the same chest for example and can’t keep track anymore that is on you. I also think the inventory management is way overblown because it indicates to me a player is just hoarding & not enchanting/salvaging/selling enough. I’ve got 5 characters at max level, bought all 4 houses and I have more than enough resources to constantly be upgrading/trying but I’m not hurting on space either. I shouldn’t be the baseline for an average player but my point is there is a generous overhead on space if you’re not stupid and only buying hearthside chests. Buy some mediums, learn to line them up on the wall, you can make a house look great. A pretty big fact of the matter is one house with full medium chests is pretty equal to total stashes in other ARPGs. That indicates to me it’s not an inventory issue but a player one of not being able to throw away.
I’m not saying inventory management can’t be further improved but the complete removal of the inventory management aspect of the game is just a knee-jerk reaction. It misses any nuance it can give to the gameplay loop and the argument of “this is an action game just let me goonbonkbonk 24/7” doesn’t apply to Wicked when we have survival elements and will later have a farming mechanic expansion
there is also a flaw in chests math, as one chest grants 30 and its bigger version grants 40 for twice the visual space. thus its better to have 2 medium chests, than one big chest.
Yup no I 100% agree on this and this can be CHANGED instead of just being removed entirely. I just find it ironic how people want to throw away entire mechanics/systems but can’t throw away a bad roll on a piece of gear
I’m someone who the inventory management side of the game is not primarily for. Imo it should not unnecessarily get in the way of the other gameplay.
From my pov, there is a clear difference between inventory management and unnecessary tedium. I should care about collecting the right resources and using them wisely, not about storage managment.
That being said, we don’t have to necessarily go to extremes, to make it more bearable.
My two cents:
I’d prefer a separate Inventory for crafting items to infinite stack sizes.
Specialized (more expensive) containers with large storage spaces would be great. If they are well made and sorted, we don’t need infinite stack sizes.
Search functionality is a must imo (especially for gear). Ideally both text based and through filtering.
search/filter I think would be a really nice change beyond just the sorting which is currently not great IMO. Short it alphabetically by type at least so all staffs end up next to each other, all hammers, all knives, etc. And I absolutely expect bigger chests that cost more as well, I am really really curious though how that will work because having a stash/chest that you need to scroll through might suck but is also kinda inevitable.
And like you said you’re not into it which I can acknowledge & I also acknowledge that the game currently isn’t in its most adaptable state to people not used to the inventory management of ARPGs but like I’ve said somewhere else 3-4 medium chests is about a full stash tab in most ARPGs. We have WAY more room than most ARPGs and since I’ve played them I kinda have an idea of what you really need and I just fundamentally think people are hoarding/playing inefficiently if their complaint is all 4 houses (and more in the future) are only chests.
Although, in Elden Ring you can hoard all you want. This is a point that everyone seems to ignore. Hoarding is part of the fun of games like this (and I have been playing ARPGs and the like since Diablo I). Making us manage items between chests is just extra complication they could easily fix. Then we could focus on making our houses look more like homes and less on let me see if I can put another chest here in this corner.
Yes you do hoard in ARPGs you don’t hoard to 4 houses full of chests extent though. The traditional POE, Diablo, ARPG limits your inventory then by stash tabs * stash size. Looter Shooters like Borderlands do the exact same thing where they give you a limited inventory of each type of item then a stash as well. I’ll keep repeating this point as well but our potential stash size ceiling is WAAY more than your average ARPG when you fullbuy all stashes. The crackhouse if you place medium chests like crazy is equal to 4-5 stashes in most ARPGs doubly so since we work off slot systems instead of size meaning a big 2H takes the same amount of space as a dagger.
Everyone keeps mentioning Fromsoft but they ignore that game doesn’t have affix/looter aspects which significantly slims down the hoarding aspect which I argue is nonexistent SPECIFICALLY because there’s no looter elements. Unless you want to be stupid you’ll never have several versions of the same weapon you actually care about because it’s suboptimal to try to make any random weapon a fire-element, or thunder, etc. If you really want a souls-game to make this comparison it’s Nioh/Wo-Long/Rise of the Ronin… and lemme tell you it’s not good. Your inventory was so large it was basically infinite and it was not good at all trying to manage 20 of the exact weapons(not weapon type a singular weapon) with affixes for elements, lifesteal, parry, block, ripostes, on-hit, on-death, weapon arts, etc
Hmm, I play a lot of ARPGs as well and can’t really think of one with Fishing, Mining, Woodcutting, City Building, Cooking, Upgrading, Enchanting, Smithing, Potion Brewing, Tailoring, Socketing Gems, Abilities as items (Runes), Different Potions, Bombs, various other Consumables, Quest items, Special Currencies and four different kinds of Gear that can be useful (White/Blue/Purple/Legendary), within which you have to stash every single one of these things in physical boxes.
Sorry if I’m exxaggerating a bit too much to make a point.
This game has a lot of different kinds of loot. It is not always clear, what is valuable enough to keep (and I shouldn’t have to refer to a guide for that). And even then, we want to play Alts and have their stuff ready, don’t know what we will craft next and what Runes/Enchants/Gems to use next. And I am also not so sure, that I want my fish next to my helmet
The most direct comparison for this much loot for different systems that i have is path of exile, which makes a lot of its income through selling stash tabs And you need them to have a bearable experience of the endgame. Of course complexity and options for the different systems are not there (yet), but could get there. And i personally don’t want inventory management keeping them back.
This post nails the problem best. Looter arpgs have way more streamlined inventory management than this. They even let you fast travel back to your stash constantly with the town portal, They also rarely require managing upgrade materials, they just have you collect them passively whilst playing. You don’t have to consider whether a piece of cloth is worth it’s inventory space then carry it to town to find that you need to make a new chest because the first one is full.