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Edited by Reyn: 12/7/2017 10:50:09 PM
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The thing that gets me really with this whole thing is actually from the lore of Destiny. Glimmer is just programmable matter, and Engrams are the patterns to be able to "encode" the glimmer to make some object. Does it not make sense then that once we find an Engram that we could just essentially store it for recreation at anytime? I mean, the technology comes from the golden age and is clearly still in use despite the collapse. Are you telling me that once the cryptarch decrypts the engram it is gone forever unless we find another copy? Any system which honestly decreased the rate at which we received loot, but simultaneously left us with the ability to reclaim something we had found at a later date for some appropriate cost would be beneficial I think to everyone. Collectors would be able to collect all the things. People concerned about meta changes wouldn't have to worry about "Oh no, the meta changed!" and then "Oh, -blam!-, I dismantled the 'new MIDA'", or shit resilience is new main stat, to bad I sharded all that heavy armor. I think the steps coming in next weeks update may be a partial fix for this with several vendors allowing you to purchase armor from them. Any space stored by armor in the vault would be decreased, requiring you to only store eververse and other such limited time, or RNG drop only gear. Within the spoiler is an explanation of why some things are the way they are, why some of these things are bad systems, and some miscellaneous stuff. [spoiler] Vault space - The hardware issues. -------------------------------------------------- On Bungie's end the hardware demands created by an increased file size per account for vault storage go up. This is something that I think people fail to fully realize how much of a headache it can be for a developer. Each file does not increase dramatically in size per account. As an example lets use the number 5MB per 50 slots. If they were to add 100 slots, that's 10MB. If you had 1,000,000 active accounts across all platforms (not even considering accounts which have been inactive since after week one). This is only ~10GB of storage space to account for this, which, by today's standard, a small amount. However, inactive accounts need the storage space as well. And they need free space to allow for new accounts to be created. Lets say that's another ~20GB of space. The fact that Bungie doesn't use dedicated servers for their network model also gives some insight to this. There is a likely-hood that Bungie's expenditure for the games required servers is kept as low as possible. The game server that hosts the character files is likely rented by Bungie. And they likely are renting an amount of storage space with it to account for their current systems with some wiggle room. Tacking on another ~30GB of storage space thus would likely increase the cost to rent the server space. This makes the vault slot issue something that is very much something that the developers would love to do, but that the person in charge of authorizing this increased cost has the final say in. Everything else ------------------------------ And the eververse is a root of storage space issues. If a player wants to collect (and manages to get) every exotic sparrow, ship, and ghost shell for each season, let alone the armors, the vault becomes quickly plugged up. Not to mention all of the legendary shells, sparrows, and ships. Including shaders in the eververse in an what feels like an attempt (even if it does not function as such) to fill the loot pool with "pad items" essentially decreasing the probability that you get the thing you actually want further feeds the storage space problem. The fact that shaders are now a consumed item instead of being essentially an ornament further plugs up storage space and also leads to players not wanting to use them out of fear of not having it anymore. The same applies to transmat effects. These two things are core elements of character customization. The customization at the beginning is truthfully a sad excuse for player customization, and one that is only potentially seen in cutscenes and social spaces. Shaders and transmat effects are however seen by the player and other players for 99% of the gameplay, and yet both do not provide the freedom for the player to freely apply them without worry that should they equip a new ship or armor that they will not be able to use it again. This is a poor system that fails to understand basic human psychology. Players of games with usable items rarely use those usable items if they are perceived as rare, even if they would make the game play easier on the player because there might be a situation later where they wish they had it. And that leads to a situation in which they never use it. Rare consumables are best served as items which grant an immediate benefit to the player which doens't make sense to hold on to (e.g. gives immediate xp, skill point, etc...) Shaders and transmat effects provide no benefit to gameplay, but still have the problem of, "I might want to have it to apply later to gear/ship I like more and if I use it now I won't have it then." There are similar issues with the current mod system having essentially duplicate mods that don't stack simply because they fit different armor slots, but provide the same effect. And the fact that transmat effects also fill this inventory space further makes it worse.[/spoiler] The problem with the vault space isn't the number of slots. Its that there are far to many things to fill up that space that do not need to, and should not be.
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  • I will say this was a great read, and I would agree with most all of it. Also, the lore around the engrams and glimmer and such is actually really cool. I didn't delve that deep into the lore. I read a little bit here and there, but mostly for lore on guardians, enemies, and backstory. Not economies lol. The only thing I don't agree with is how taxing the storage renting really is on Bungie. They are a very very big Development Company with several AAA titles in the industry. Then add Activision's share into the mix. Even without their greedy operations (we all know they have them), they could easily manage to afford the storage. While you can throw out the numbers of how much space it might take, it exists... and exists many many many times over. They just have to choose whether or not to support the development and use of the new feature. They can weigh numerous pros and cons. Many more than you or I could probably come up with, as they have teams for this kind of think tank stuff. But then they have to weigh the cost for returns. And I feel like player's getting features they want and, at the same time, improving the playability of a game is a good investment. I know I'm not the only person complaining about how little space there is. Speaking of, you are absolutely right that there are far to many things to fill up the given amount of space. In my OP I listed out how much there are of only just a few categories. The ones players are likely to look at the most. And it shows how overwhelmingly small the vault is for available gear. Even if players were to pick and choose what they want. The fact that there are things that are short time only, or rare, or hard to obtain items, does indeed impede on the provided vault space. Because you arent going to dismantle it and hope to get it again. (especially Eververse stuff that is complete chance as you stated) While I also agree that certain things shouldn't take up space in the vault. Or at the very least have their own space in it like Destiny 1 (108 guns, 108 armor, 75 consumables/other) to soften the problem. If they were to apply my suggestion. It would erase the fact that everything is shared. The way I see that is, players are given the choice of more space. If they end up needing it, they can look at their options. And either dismantle stuff they don't want. Or could store away things in a place that doesn't impede on their quick access vault. And that's exactly how I see the Vault. A quick access storage. Especially with the Companion app or Destiny Item Manager app. It's extremely quick access. So why should players have to store their collectibles (that they want to keep, but don't really use) in quick access storage slots? Give players a long term storage that isn't for "having everything at the ready when I want it". And the storage space that is designed for that is suddenly opened up for the items that you want in there. Not the ones you don't and just take up space. Make sense? WaZe

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