Inventory cap needs raising. 200 is not enough anymore.
#1
Posté 15 décembre 2014 - 11:41
Assuming that you keep 1 of each weapon per class, 2 rings, 1 amulet, 1 belt (and salvage everything else and use the same accessory set with every class) and the unsalvageable inquisition weapons, you have a grand total of 40 slots available for everything else (or 8 large chests).
Seriously?
- Hurkaleez, PurpGuy1, Cirvante et 2 autres aiment ceci
#2
Posté 15 décembre 2014 - 11:45
While I agree with you on this I don't believe that the armors and the starting weapons count against the inventory count. I could be wrong because I haven't bothered to count items when I have hit that cap. But the rings and stuff do count and I have a ton of those so yeah, great decision on EAWares part to cap the inventory at 200.....
#3
Posté 15 décembre 2014 - 11:52
While I agree with you on this I don't believe that the armors and the starting weapons count against the inventory count. I could be wrong because I haven't bothered to count items when I have hit that cap. But the rings and stuff do count and I have a ton of those so yeah, great decision on EAWares part to cap the inventory at 200.....
Armors most definitely do count. I seem to remember a post where one of the devs confirmed what counted towards the cap.
#4
Posté 15 décembre 2014 - 11:55
Hey everybody. You should see your inventory limit significantly increased today. We're going to look into making armors not count against your inventory space in the future if we get the time but for now we've given a big enough bump that it should absorb the space that crafted armors are taking up.
Found this in the other subforum. I guess this topic is obsolete now. Thanks BW for doing this in advance. Anybody know what the cap is now?
- Cirvante aime ceci
#5
Posté 16 décembre 2014 - 03:21
Found this in the other subforum. I guess this topic is obsolete now. Thanks BW for doing this in advance. Anybody know what the cap is now?
Nice find. Wish I'd known before I'd started salvaging all my Master Runes though.
#6
Posté 16 décembre 2014 - 04:10
Old Cap + # of Armors? One would hope.
Be kinda nice if information like INVENTORY LIMITS and total ABILITY SCORES was a part of the UI. Ya know, just the BASIC information you'd expect in a loot space limited action RPG.
- Credit2team et DatMojo aiment ceci
#7
Posté 16 décembre 2014 - 04:31
I hope they increase it too. Either that or just let us be able to salvage them to get rid of our tier 1s.
#8
Posté 16 décembre 2014 - 04:33
#9
Posté 16 décembre 2014 - 05:01
nothing thats unsalvagable should count toward your cap ![]()
- PurpGuy1 aime ceci
#10
Posté 16 décembre 2014 - 05:20
As far as I'm concerned, you should be able to salvage all but the start armours, just like you can with weapons. After all, how many cudgels are made of silk?
I suppose, seeing as 'character armour' might be a drop type, its their way of preventing dupes and increasing the chance you'll unlock someone new.
#11
Posté 16 décembre 2014 - 06:43
#12
Posté 16 décembre 2014 - 06:54
Eww. Looks like I won't be saving Gold like a hoarder anymore.
#13
Posté 16 décembre 2014 - 06:55
I suppose, seeing as 'character armour' might be a drop type, its their way of preventing dupes and increasing the chance you'll unlock someone new.
However unlike Weapons, Armor can be crafted and thus advanced by "salvage" progression and (happly) don't require as a dependence on pure slotmachine luck. They could even just remove them from the drop tables as it stands. To an extent the system already does filters out duplication. Once you get an Armor it gets taken out of the drop possibilities. That's just a flagging Boolean.
Unfortunately the progression system is missing a critcal component, the ability to craft Weapons. If this were in place (not saying cheap) then being able to salvage non-starter armor would have value for their materials. Duplicates become a non-issue and would actually help progression.
If we had the numbers behind the RNGesus Slot Machine we could do the math and decide if it would be better to keep that "don't roll this" Boolean flag on even if an Armor was Salvaged (leaving crafting the only way to get it back). But sadly that would all depend on a fully realized progression system (with full weapon, armor, and upgrade crafting). Which we don't have.
#14
Posté 17 décembre 2014 - 12:04
ROFL riiiiiiiight I'll believe it when I see it.
#15
Posté 17 décembre 2014 - 11:51





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