Originally Posted by
TheAlicornSage
End rewards can easily choose things to sell or break down for crafting. Or select guild xp when it shows up.
Filling up too fast is a choice, you can easily head for a shop or crafthall to unload, but you choose not to, even though the only cost is time. Heck, if you really care that little, you can just destroy the rewards instead and save both time and inventory. If you aren't selecting stuff to sell, you obviously aren't worried about the cash lost.
The problem here is that you are so concerned about speeding through as fast as possible, it barely even rates as playing. And for what?
From this statement you obviously don't care about the seeds, since your motivation is to choose according to inventory space, clearly the end rewards lack rewards you care about.
Is it really that hard to choose to either take a moment to sell items, or to destroy extraneous items in lieu of spending time to sell? If so, a simpler solution for devs to have end reward lists always include one or both of guild xp and cash/gems. Boom, no more inventory issues and yet you still walk away with something.
Personally, I still see that as a player problem, a mismatch between what the game is vs what you want it to be. You want a grind for bigger numbers and rare items with minimal narrative arc for your character, just enough to keep the grind from being too bland or simple. The game's design isn't exactly meant for that. Certainly some traits like that have crept in, probably from whatever guy thought a constant increase in numbers every expansion was a good idea (thank you whatever dev finally convinced the team to stop that nonsense). But despite those traits that crept in, the foundation of ddo was never about that. So of course, if you play it that way, some problems will arise. I'm not going to say you shouldn't play a game in a way contrary to it's design, since I do that sometimes (i.e. I play Doom slow and methodical, not fast), but I will say, you should support a game being what it's meant to be, and not breaking it to suit your personal whims. If you don't according to the design, you should accept the problems that stem from that. A major killer of games is when the devs try to make it into something it was never meant to be.
As for my experience, I've been playing since before the fame went to free-to-play model. I've watched as the game changed. I even had a character with 4 classes once, before they limited it to three so they could use the fourth class slot for epic levels. That said, I'ce never been one to grind nor to heavily optimize gear and such. I win with strategy and tactics of action, not stats nor builds. I also design ttrpg mechanics, and have been a GM longer than this game existed. I've even designed strategy board games. So, am I an "experienced" player? Depends on your definition of experienced. Certainly I understand design better than a player (players don't see the details that actually makes a design fun or not, they just know whether it is or isn't and make usually incorrect assumptions to explain why they feel that way).