So DDO's inventory is my fault for swapping weapons? All this time all I needed to do was never swap items or weapons. Sorry guys love to help DPS Harry down but my Holy silver pg is unequipped and I don't want to un-shuffle my inventory after we complete.
I submit that people who say "inventory never gets shuffled" are people who throw stuff in a closet in a big pile and say "I am highly organized" =)
(kidding BTW)
I have tried every suggestion for this mythical "correct way to use DDO's inventory" and still end up with an inventory that looks like my 3 year olds play room. The only thing I've ever gotten to stay where I put them is potions and some consumables that don't equip.
You people who never see shuffled inventory do swap items and weapons in a regular basis right?
Thank you, glad I'm not the only one with a bugged client![]()
I repeat; to see this in action: buy a trinket, drag it from whatever tab it spawns in to another tab then fill the empty spot where it was, and then upgrade the trinket, it will be right back on the tab it "likes".
And that's not the only time this happens, it's just the most easy to illustrate.
Having made like 12 or 14 trinkets in the upgrade process I can say it's quite irritating. But it's only mentioned because it's indicative of the larger issue; random nonsensical shuffling of my inventory.
I do it almost the same way you do (kind of a sediment approach to inventory, let the least used stuff (or unmoving in the case of pots) settle to the bottom and the most swapped stuff chrun around up top...
"Any break in the action I pop it up and move weapons, etc back to their tab"
Wouldn't it be nice to never do that again? Or only do it once in a blue moon? I realize that RPG's have always had a contingent of players who play an inventory "mini game" and actually like that so nm if that's case
And dropped to the hot bar
And dropped to the hot bar
And dropped to the hot bar
And dropped to the hot bar
And then you grab the teleporter...![]()
This has actually been discussed before and from what I understand, if you make the backpack save spots for your gear, it would be possible to have empty backpack spaces but not be able to pick up any loot.
If you are using the tabbed inventory panel, the best solution is to put stuff that doesn't get swapped and items that gets consumed without equipping...ingredient bags, spell components, pots...in the fifth tab. The fourth tab go with items...rings, bracers...because for some reason, those don't shuffle around very much. Any spaces left you put your scrolls, wands, and weapons and have those overflow into the middle bag.
Anything new will end up in your first empty inventory spaces for easy access. Weapons should be locked so you will also find them easier when looking for locked stuff.
I do some inventory management between quests but it isn't very much and is fairly quick. Quests like HoX and CC, I don't have any loot in those slots anyway because I vendor between quests so it doesn't take much to get the items I need to quickly hotbar.
This is actually a good idea. It doesn't take much to unlock your bars to remove stuff but I don't lock my bars because it locks everything down including the icons and I like to move my icons around to my active bar on my casters because there really aren't very many spells that get used so I'll switch what I'll be using most.
If they can set it up so that you don't have to lock your bars or set up the bars to be lockable to lock the icons on the bars make it take a different key combination.
However, I don't really know of too many quests that require you to get something out of your inventory to use in the quest. CC and HoX are the only two that I know and anything else is just used like the runes in Tempest Spine.
Until the coding issue is resolved, we are kind of stuck. Not saying things can't improve but I'd personally like to see more content. I have adapted to my bag organization.
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Don't fight backpack clutter. Bypass it with the secondary inventory screen and taskbars.
I gave up trying to organize backpack tabs. Now I just use the secondary inventory screen. Much more convenient.
I drag the CC supplies (torch, barrel) to a taskbar and don't use the last one. That way it stays there if I pick up more. Costs me 1 item but saves time.
Between quests I keep the CC req forms on a separate reference taskbar. Then I can quickly go there and see how much I have or if I'm running out. I do the same for consumables and spell components too.
I shove the first 10 items on my first backpack tab to other tabs. Then the teleporter and other cc stuff always go to the 1st 10 tabs.
I have auto-gather turned on in my collectable bag so that gems and stuff don't go and clutter up the backpack slots.
\x/es
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My little hamsters, did you not see that shared bank slots went on sale during the first Crystal Cove event?
There is a reason your inventory is a pain, and it will only get worse, but you can stifle it 595 TP at a time.
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I have every non-CC item locked. Upon login, I switch from backpack view to list view and filter that to show only unlocked items so quest items and recent pickups are all I see. Upon picking up my first torch, I drag that to an empty hotbar slot and use that for the rest of the quest, never using up my last one if possible so I don't have to repeat this.
Barrels and teleporters are easily accessed by opening inventory since CC items are the only thing showing in the filtered list and can be used directly from there by double clicking.
The goofy inventory system in this game can be a pain but you should at least take advantage of the advances they've made in the past year. Sticking with the backpack view for the event seems like it would be... frustrating.
Weapon sets (like Harry beaters, stat damagers, stunners, paralyzers, vorpals, etc..) are hotkeyed on my quickbars for fast, easy access.
"What? Where?" *clunk, thud* :-)
This seems to be the case with certain upgrades. I'd guess it's cases where they replace the item completely rather than updating the original items data, so it automatically goes to the first free spot in your inventory rather than where the other item was left.
From what I remember (and don't have the time or shards to test) it happens for items that change names, like the amulets, but not those where only the other details change like the weapons, armour and hats.
Other than that I think most of the problems are swapping weapon sets. It would be nice if it was fixed, but it's a predicable problem that isn't hard to minimise or avoid by having free invent slots before your weapon sets for the pickups to go to.
You have 20*5=100 total slots in your backpack. Now, say you already have 60 filled with stuff you want to keep and 40 free slots. If you buy/find/craft a weapon you want to keep and lock it as to not accidentally sell it, you will now have 39 slots available for new stuff. The fact that you may lock said weapon to "inventory tab2 slot5" or just "inventory" doesn't decrease the amount of free slots available. In fact you could argue the two things are conceptually the same.
Only exception would be for consumables, of which you could actually finish the last one of your stack. A smart system should then make that slot automatically empty (just like the hotbars do when you use your last torch in CC ...)
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It takes the first available space. I've never seen any item spawn in any other way. That's why when doing stuff like this (or Hound stones, etc) you just clear the first page and its easy to find.
If you are switching items, the old item goes to where you clicked on the new item. The only time it doesn't work that way is if you go from 2 items to one (ie - weapon set changes)
First available slot in inventory, every single time.
The info I stated I only read from a post when I first started playing. It has been over a year and it is in some forum...I think in suggestions. This discussion was happening before I started playing the game.
It came up under a discussion much like this one about inventory management and backpacks.
I can actually believe the problem exists. Another example of coding issues and why we don't have certain things...the reason we don't have spell component bags is because they can't get the game to use the items directly from those bags, kind of like how you can't use cookies directly from the cookie jar and instead have to remove them from the jar before use.
There are a lot of limitations to what the coding can do.
I've suggested a work around for spell components in that we can have a special backpack tab that only holds a limited amount of item and can only be spell components. There is plenty of space on the other sides of the backpack tab page to allow for this and since you can use components directly from the backpack, this should work.
But that is also another discussion.
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all I've seen in inventory going to the first available place. The funny thing is that the trinkets appear to be flagged as a new item for each upgrade. I noticed that the trinkets move to the first available space. When I upgraded tiers on my cutlasses they stayed in the same inventory spot though.
Personally, I've turned my bags of auto gather right now. I put all my dubloons gems and shards on tab 4, haven't seen them move from there once.
Buy a character slot if you are maxed for another 80+ spots to stash stuff if you want to. (1 Bank page, 3 backpack pages and worn equipment slots.) Then you can store stuff you might want to keep but that does not stack well (like Candy Canes for example). Every so often move some to shared for other characters to grab. Thus some toons named Sweetko, Ingredientko, Armormanko, etc...
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