Map Currency (again)
I think there is no need really. The drop rate of rubies is quite low (too low in my opinion), so it should not take more then one slot.
And if Anet made it an item, it means they can have a plan for the future chained to it. Maybe some recipe.
The devs already said during the AMA when Season 3 launched that they didn’t feel that Blood Rubies fit the role of a currency. Which is why they didn’t make them one.
They didn’t elaborate further on that point, but I’d say its quite possible the devs have further plans for them beyond just trading them to the vendor.
Sort of like all those recipes that use the various keys? Anet wants to sell more shared slots but this is not the way to do it.
If nothing else, the Blood Rubies are salvageable. So unless that is changed I don’t think they’ll go into wallet.
I think there is no need really. The drop rate of rubies is quite low (too low in my opinion), so it should not take more then one slot.
And if Anet made it an item, it means they can have a plan for the future chained to it. Maybe some recipe.
So have them tradeable for the item required in the recipe, so if people want to use the recipe they can still get the item but it doesn’t clutter up everyone else’s inventories.
If nothing else, the Blood Rubies are salvageable. So unless that is changed I don’t think they’ll go into wallet.
Trading it for an item that can be opened for the salvage result now would have the exact same result.
These extra items being carried around are not a big deal if it were one or two of them, but it’s like death by a thousand paper cuts at this point.
I would rather see it treated as an exotic crafting material, like globs of ectoplasm. Surely this could be used in some interesting recipes.
There happens to one collector who wants it, but that doesn’t make it a currency.
Anything to get it out of my inventory as one of the 30 items I can’t get rid of would be a welcome change. Exotic crafting material would be fine.
I would rather see it treated as an exotic crafting material, like globs of ectoplasm. Surely this could be used in some interesting recipes.
There happens to one collector who wants it, but that doesn’t make it a currency.
+1
Changing them into a crafting material solves the main complaint and I can’t imagine it’d be a huge amount of work.
This may shed some light on depositable/crafting materials:
Anyone know how Anet decides which items are considered Depositable Materials? by HGLatinBoy in Guildwars2
LinseyMurdock
It very much has to do with space not clutter (although that did factor in a small way, pre-search bar). We are technically limited in how much we can put in there, so I try to stay pretty conservative in what I will consider eligible. My general rule of thumb is that the item must be used in crafting recipes, not be a component (something made of multiple other things, though refining is an exception), and it not be a niche item or have a very narrow use (like doubloons). There are a couple of factors that have led there to be items in material storage that don’t follow these guidelines, such as, but not limited to: People that aren’t ME and who were not trained on our standards BY ME have added items to material storage that shipped before I found out about it. Once an item has been added to material storage, it cannot be removed EVER. Like, for reals, EVER, unless you want to delete players items on Live. Which is why Xunlai Electrum continues to linger at the moment. I was TOLD that we would be doing the rest of the disciplines to 500 fast enough to make adding XE to storage for initial launch worth it (adding it at launch before it was used meant that I could organize it with the rest in a more sensible way since we can’t reorder storage either).
Players have, in the past, lobbied us to add items to storage and we agreed with the argument enough to add it. So if you guys want to make a strong case for any specific material, I’m willing to listen and explain if the answer is no. You might not like my reason, but at least I’ll have one.
This may shed some light on depositable/crafting materials:
Anyone know how Anet decides which items are considered Depositable Materials? by HGLatinBoy in Guildwars2
LinseyMurdock
It very much has to do with space not clutter (although that did factor in a small way, pre-search bar). We are technically limited in how much we can put in there, so I try to stay pretty conservative in what I will consider eligible. My general rule of thumb is that the item must be used in crafting recipes, not be a component (something made of multiple other things, though refining is an exception), and it not be a niche item or have a very narrow use (like doubloons). There are a couple of factors that have led there to be items in material storage that don’t follow these guidelines, such as, but not limited to: People that aren’t ME and who were not trained on our standards BY ME have added items to material storage that shipped before I found out about it. Once an item has been added to material storage, it cannot be removed EVER. Like, for reals, EVER, unless you want to delete players items on Live. Which is why Xunlai Electrum continues to linger at the moment. I was TOLD that we would be doing the rest of the disciplines to 500 fast enough to make adding XE to storage for initial launch worth it (adding it at launch before it was used meant that I could organize it with the rest in a more sensible way since we can’t reorder storage either).
Players have, in the past, lobbied us to add items to storage and we agreed with the argument enough to add it. So if you guys want to make a strong case for any specific material, I’m willing to listen and explain if the answer is no. You might not like my reason, but at least I’ll have one.
Well now we have yet ANOTHER currency, that we cannot stow. Blood Rubies. So they have to take up a slot in players bags or bank until they are spent. So maybe the common sense thing to do is NOT keep adding more currencies if they cannot be stowed and reuse one from the dozens that are already in use?
We probably don’t have 24+.
Well now we have yet ANOTHER currency, that we cannot stow. Blood Rubies. So they have to take up a slot in players bags or bank until they are spent. So maybe the common sense thing to do is NOT keep adding more currencies if they cannot be stowed and reuse one from the dozens that are already in use?
The problem is not so much that they can’t be stowed. You can throw them in a bank. The problem is that as soon as you deposit one you will acquire another one as a drop, so that same precious inventory space is still used up.
Right now I think I have to carry around…
- 7 Keys (dry top, silverwastes, 4 HoT maps, fractals)
- Unrefined sand, because it only refines in batches of 10
- Trophies (chak eggs, Tenebrous Crystal)
- Siege blueprints, since I prefer wvw to pve but partake in both
- Tomes and writs of experience (nearly at the point where I destroy writs, but they just keep reappearing)
- Blood Rubies
Basically if you play more than one game mode, you’re hosed when it comes to inventory clutter. Even for those who don’t wvw, that’s a dozen items permanently locked to their inventory.
Since in GW2, every item or stack of item is a slot and there are finite slots (vs. a game where say “weight” matters but you can otherwise carry everything), this item creep is quickly becoming unmanageable.
I wonder why they are technically limited to what they put in materials storage? Like why not just make another line? I’d be curious as to the reasons behind this.
(edited by Mitch.4781)