View Full Version : Guild Armor Inventory Coming? Do we even need more inventory?
Eunuchorn
06-08-2013, 10:03 PM
http://i1310.photobucket.com/albums/s657/TehEunuchorn/null_zpsf4d4b8af.png
I think the image speaks for itself.
deathexe
06-08-2013, 10:41 PM
There needs to be a way for players interested in collecting to continue collect, while at the same time preventing players from stockpiling armors to upgrade their armors from 1 to 70 in one go. I would say the best option was to give players an armor trophy room, where players can put one of each armor (+ and non+ versions) in the trophy room. The armors In the trophy room doesn't stack, but it'll definitely fix the problems for collectors while preventing enhancement armor stockpiling.
palehorsem4n
06-09-2013, 05:45 AM
There needs to be a way for players interested in collecting to continue collect, while at the same time preventing players from stockpiling armors to upgrade their armors from 1 to 70 in one go. I would say the best option was to give players an armor trophy room, where players can put one of each armor (+ and non+ versions) in the trophy room. The armors In the trophy room doesn't stack, but it'll definitely fix the problems for collectors while preventing enhancement armor stockpiling.
Do you mean making the armors put into the Trophy Room inactive? Permanently removing them from the player's inventory, but still reflecting he/she owns them (or owned at one point in time)?
Inventory increases should be a reward beyond level 100. Maybe every 5 levels = one more armor slot?
Lcharlie
06-09-2013, 06:02 AM
I support a small increase in addition to perhaps 60-75. Eunuchorn, if I were as fortunate as you with most of the top armors already maxed, I would probably need more space too to put all the epic boss and arena winnings ;). It is a good problem to have.
deathexe
06-09-2013, 06:18 AM
Do you mean making the armors put into the Trophy Room inactive? Permanently removing them from the player's inventory, but still reflecting he/she owns them (or owned at one point in time)?
Inventory increases should be a reward beyond level 100. Maybe every 5 levels = one more armor slot?
No, you'll be free to take it out and put it back anytime.
palehorsem4n
06-09-2013, 06:33 AM
No, you'll be free to take it out and put it back anytime.
So essentially having a vault/bag inventory system similar to most RPGs.. Might as well just increase the inventory in that case, since there is no accessibility issue.
deathexe
06-09-2013, 06:39 AM
So essentially having a vault/bag inventory system similar to most RPGs.. Might as well just increase the inventory in that case, since there is no accessibility issue.
But then there would still be the problem of stockpiling enhancing armors if they give too many armor inventory slots.
Bearsuo
06-09-2013, 06:54 AM
Alternatively, every armor leveled to 70 increases maximum inventory size by 1.
There needs to be a way for players interested in collecting to continue collect, while at the same time preventing players from stockpiling armors to upgrade their armors from 1 to 70 in one go. I would say the best option was to give players an armor trophy room, where players can put one of each armor (+ and non+ versions) in the trophy room. The armors In the trophy room doesn't stack, but it'll definitely fix the problems for collectors while preventing enhancement armor stockpiling.
Tbh, I don't see the problem with stockpiling so much. You choose to not enhance armors so you can enhance another armor faster later, that's not so bad is it? It actually adds some more strategy and planning to the crafting and enhancing armor, that may even be considered a good thing.
As an alternative: What about the ability to sell armor for cash?
Maybe twice as much as it takes to craft it giving people reason to use otherwise worthless armor as a means to boost gold (maybe necessary with all the guild fusion quests) or use it to enhance armor (so they can craft new armor to sell for a profit). Plus, how many times have you been awarded armor (basic air for example) that isn't even worth/cost effective to use for enhancing the armors you currently have? This would prevent the immediate leveling of armor, if that is an issue they are trying to prevent with such a small armory size.
Personally, I think all of these should be incorporated as one combined solution:
- Maybe a modest increase in armory size: maybe boost base amount by 10-25 given all the new armors
- Plus an increasing armory size for leveling: +1 per 2-3 levels above 100, providing some incentive to leveling past 100 (as this only helps others, and hinders the individual, in regards to scoring points in the arena)
- And the additional capability to sell armor for profit ideally (creating more depth to the strategy of crafting)
palehorsem4n
06-09-2013, 11:13 AM
Alternatively, every armor leveled to 70 increases maximum inventory size by 1.
I like this idea.
konofo
06-09-2013, 11:50 AM
Alternatively, every armor leveled to 70 increases maximum inventory size by 1.
I love it. Make it 'leveled to max level' and it allows for Nemesis collection as well.
konofo
06-09-2013, 11:52 AM
16-0 so far is pretty predictable. I wonder how the results would look if the question were phrased "Should we be given more space, should we be allowed to earn more space, or should we not get more space?"
zhara
06-09-2013, 02:13 PM
Actually I don't even understand why there is a limit on the armory, since when you get an armor via a chest or epicboss/tournament rewards they still come in & go over your limit. Crafting only is about so few armors, and (I think, it is for me) is mainly just for upgrading, and when you get to the limit, you just enhance one, but why does it prevent us to craft more in a row? doesn't really change anything does it?
Eunuchorn
06-09-2013, 03:01 PM
16-0 so far is pretty predictable. I wonder how the results would look if the question were phrased "Should we be given more space, should we be allowed to earn more space, or should we not get more space?"
I picked yes or no as the only options very deliberately :)
Update:
http://i1310.photobucket.com/albums/s657/TehEunuchorn/null_zps66c5a166.png
konofo
06-10-2013, 06:30 AM
I picked yes or no as the only options very deliberately :)
Well, sure. But it's not particularly meaningful or surprising that people want more stuff.
The interesting question would be, what is it worth to us? Clearly some people (:D) would spend gems on extra storage (but how much?), others would only go as far as paying gold or unlocking it through gameplay, and others might just expect it flat out handed to us.
I really doubt it will just be handed to us, if we ever get it. So what is it worth to you?
Well, sure. But it's not particularly meaningful or surprising that people want more stuff.
The interesting question would be, what is it worth to us? Clearly some people (:D) would spend gems on extra storage (but how much?), others would only go as far as paying gold or unlocking it through gameplay, and others might just expect it flat out handed to us.
I really doubt it will just be handed to us, if we ever get it. So what is it worth to you?
I disagree. At the start a limit of 50 armors might have seemed reasonable, but by now it's just ridiculously low. In my opinion this is a flaw, so I don't see why they can't just hand it out to us.
This being said, I don't necessarily feel like they *should* do that (perhaps a small portion only). I'd probably rather see it being unlocked through gameplay. Leveling or buying for gold would be examples for this.
maple1736
06-10-2013, 08:21 AM
It should be set according to level as currently there is no 'extra' stuff for being a high level players after lv100. You can't stop leveling as you need to collect resources for crafting armors to level other good armors, gaining exp cannot be avoided, so there should be something extra for being high level!
Masta Cashuh
06-11-2013, 06:04 AM
As an alternative: What about the ability to sell armor for cash?
Maybe twice as much as it takes to craft it giving people reason to use otherwise worthless armor as a means to boost gold (maybe necessary with all the guild fusion quests) or use it to enhance armor (so they can craft new armor to sell for a profit). Plus, how many times have you been awarded armor (basic air for example) that isn't even worth/cost effective to use for enhancing the armors you currently have? This would prevent the immediate leveling of armor, if that is an issue they are trying to prevent with such a small armory size.
Personally, I think all of these should be incorporated as one combined solution:
- Maybe a modest increase in armory size: maybe boost base amount by 10-25 given all the new armors
- Plus an increasing armory size for leveling: +1 per 2-3 levels above 100, providing some incentive to leveling past 100 (as this only helps others, and hinders the individual, in regards to scoring points in the arena)
- And the additional capability to sell armor for profit ideally (creating more depth to the strategy of crafting)
This guy gets it ^^
There does need to be an incentive to level past 100. It does hinder us in arena and the 1,000 gold per level doesn't make up for it. I also don't believe that stockpiling for leveling an armor from 1-70 in a single session is bad either. Some people are OCD and would rather it all done at once. Who wants to wear a level 70 armor before it's 70? Why would anyone think stockpiling is a bad thing?
Roark
06-11-2013, 07:09 PM
I'll start reading this thread more closely after any concrete response from Wise One. Archiving armor or having a Armor Locker (fully retrievable) seems the best idea suggested so far
edit: and selling a piece of armor totally misses the point of why anyone would want more storage space. If you're not collecting armors to keep, then you don't need more space. If they want to restrict hoarding materials then fine, but a good way to deter this would be to list inventory stock amounts. There's no reason to restrict armor collecting and can only increase revenues if people pursue more armor
Eunuchorn
06-11-2013, 07:45 PM
I'm currently at 47/50 unique armor sets. I had to cut my **+ collection down far more than I would have liked
Bearsuo
06-11-2013, 08:27 PM
I'm currently at 47/50 unique armor sets. I had to cut my **+ collection down far more than I would have liked
Pre-purge - you mentioned being up in the 200's - how many 70/70s?
I'll start reading this thread more closely after any concrete response from Wise One. Archiving armor or having a Armor Locker (fully retrievable) seems the best idea suggested so far
edit: and selling a piece of armor totally misses the point of why anyone would want more storage space. If you're not collecting armors to keep, then you don't need more space. If they want to restrict hoarding materials then fine, but a good way to deter this would be to list inventory stock amounts. There's no reason to restrict armor collecting and can only increase revenues if people pursue more armor
The part you are missing about selling armor: it sucks when you sit there wasting cash to combine low armors into high level armors (with elements that don't match) simply to create space to craft useful armor. Selling is another way to create space within you inventory without costing you more cash than it's worth.
As previously stated, I believe it should be in conjunction with an inventory increase.
With the guild quests for fusions, I think many have found their, once vast, bankroll reduced to almost nothing. For example: crafting 160 basics (48,000) to use 80 fusion stones on (2,000,000) & then the cost of fusing that into something can take it's toll quite quickly. Not to mention that this guild fusion goal is repetitive and increasing in nature.
Roark
06-12-2013, 06:19 PM
makes sense, I've yet to reach a point where I have more armor than enhancement materials, probably have about 15 original armors (capped big 4, recent boss armors, minus damned Jian's, swamp, spectral, and level 1 big 4's in case I get an annoying "fuse armors" quest)
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