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  1. #1
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Heart Of Wood Bonanza

    Please create a bag for hearts of wood storage and then bring us this sale!

    Get 50% off all hearts of wood in the DDO store and with each +20 lesser heart of wood you buy, you get a +1 lesser heart of wood for free!

    Apply this code and get a free medium Heart bag: WOODENGORE

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    Wait, people get enough of those to need a bag? I have gotten only one in the entire decade+ I've been playing. I have looted more ioun stones than hearts of wood.

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    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by TheAlicornSage View Post
    Wait, people get enough of those to need a bag? I have gotten only one in the entire decade+ I've been playing. I have looted more ioun stones than hearts of wood.
    Some people like myself like the idea of stocking up on these when they go on sale, the only thing keeping us from doing so it the lack of a viable storage measure for them. Also, can help for past life goals

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    Ah. Sometimes I forget just how much money people can afford. I don't have enough to waste any on mere consumables. I have to save for anything I do buy. Been working on making enough for Ravenloft next for example. It'll still be a few months to go, if nothing goes wrong.

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    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by TheAlicornSage View Post
    Ah. Sometimes I forget just how much money people can afford. I don't have enough to waste any on mere consumables. I have to save for anything I do buy. Been working on making enough for Ravenloft next for example. It'll still be a few months to go, if nothing goes wrong.
    Heroic Hearts of Wood, Iconic Hearts Of Wood, Epic Hearts Of Wood, and Hearts Of Blood can all be earned in game.

    It's not necessarily about money so much as it is stockpiling capabilities.

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    Still requires obtaining enough to warrant a bag, and given that I've never had more than 1, it just seems to odd to me to need a bag.

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    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by TheAlicornSage View Post
    Still requires obtaining enough to warrant a bag, and given that I've never had more than 1, it just seems to odd to me to need a bag.
    So you do not like the idea of collecting enough hearts to handle all past life acquisitions within a single life?

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    Community Member Valerianus's Avatar
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    Quote Originally Posted by Lokeal_The_Flame View Post
    So you do not like the idea of collecting enough hearts to handle all past life acquisitions within a single life?
    i do not like the idea of having to grind or buy tr-enabling mats because i already grinded\paid (played and\or paid pots\boxes) for it, that's having me grind or pay for what i already grinded or paid. it's just punishing\ player unfriendly \ greedy.

    this in principle, or related to help newer\less resourceful players.

    in practice, personally speaking, don't care, after 10+ years i swim in tokens\seeds, i have no need to grind or buy such things. i'm calling this out to benefit others.
    storage solution suggestion: Collection

    omni-cosmetic system suggestion: Arbiter d'Phiarlan, the Weaver of Guises

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    Quote Originally Posted by Lokeal_The_Flame View Post
    So you do not like the idea of collecting enough hearts to handle all past life acquisitions within a single life?
    I don't see any reason to. You can collect the ingredients that can be turned into hearts and those will happily sit in existing bags until you actually need them.

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    Quote Originally Posted by Lokeal_The_Flame View Post
    So you do not like the idea of collecting enough hearts to handle all past life acquisitions within a single life?
    No. Firstly, what's the point in that? Secondly, what part of "I've collected one single heart of wood in the past decade" did you not understand?

    Seriously, I think reincarnating a dozen times all at once is rather missing the point, like using a cheat code to avoid actually playing a massive part of the game.

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    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by TheAlicornSage View Post
    No. Firstly, what's the point in that? Secondly, what part of "I've collected one single heart of wood in the past decade" did you not understand?

    Seriously, I think reincarnating a dozen times all at once is rather missing the point, like using a cheat code to avoid actually playing a massive part of the game.
    Within just this year I got at least 14 hearts of wood for free through the exchange system, while sure there is a niche for this kind of product, you are not it, I get it but why must you insist that you not being one of such has such a high relevance? Farming heart seeds, tokens, and commendations is too easy and eventually if you are running raids at level cap for a long period of time, all of your bags start to overflow with heartseeds and commendations, meanwhile there is no good way to stockpile a ton of hearts of wood when they go on sale.

    I like the idea of being able to jump straight to reincarnating without needing to farm for a heart or even exchange components to obtain a heart, it feels like significantly less of a hassle, and that matters especially when the reincarnation cache will always be a hassle.

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    Quote Originally Posted by Lokeal_The_Flame View Post
    Within just this year I got at least 14 hearts of wood for free through the exchange system, while sure there is a niche for this kind of product, you are not it, I get it but why must you insist that you not being one of such has such a high relevance? Farming heart seeds, tokens, and commendations is too easy and eventually if you are running raids at level cap for a long period of time, all of your bags start to overflow with heartseeds and commendations, meanwhile there is no good way to stockpile a ton of hearts of wood when they go on sale.

    I like the idea of being able to jump straight to reincarnating without needing to farm for a heart or even exchange components to obtain a heart, it feels like significantly less of a hassle, and that matters especially when the reincarnation cache will always be a hassle.
    Exchange system? Do you mean the auction house? Or is that what you call the little window for commendations and similar?

    In any case, it seems like you are choosing to collect them.

    Farming is unquestionably a choice. You are choosing to overburden yourself by collecting so many.

    Same with purchasing them, though that is somewhat understandable to buy them cheap, but only uf you expect to actually use them before the next sale comes around, otherwise, you are once again choosing to overburden yourself.

    As for "jumping straight to reincarnating," you just keep one or two laying around. This purpose does not require, nor is aided by, hoarding a bunch of hearts. And if you actually use a whole bunch all the time, then you are essentially farming them shortly before using them anyway.

    And so, it seems to me this problem is primarily an issue of you wanting to hoard the things despite it being a bad strategy . After all, if you are so invested in collecting them, then all bags are going to is expand the problem as you continue to focus on collecting them until your storage us bursting with bags of hearts, then you'll be back complaining about the bags not being big enough.

    There is a certain point at which you need to accept the limits of your storage and make tough choices about what to keep or get rid of. If you can convince me that hearts need that point to be far more than now, I'd support the idea, but you have thus far failed to convince me.

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    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by TheAlicornSage View Post
    Exchange system? Do you mean the auction house? Or is that what you call the little window for commendations and similar?

    In any case, it seems like you are choosing to collect them.

    Farming is unquestionably a choice. You are choosing to overburden yourself by collecting so many.

    Same with purchasing them, though that is somewhat understandable to buy them cheap, but only uf you expect to actually use them before the next sale comes around, otherwise, you are once again choosing to overburden yourself.

    As for "jumping straight to reincarnating," you just keep one or two laying around. This purpose does not require, nor is aided by, hoarding a bunch of hearts. And if you actually use a whole bunch all the time, then you are essentially farming them shortly before using them anyway.

    And so, it seems to me this problem is primarily an issue of you wanting to hoard the things despite it being a bad strategy . After all, if you are so invested in collecting them, then all bags are going to is expand the problem as you continue to focus on collecting them until your storage us bursting with bags of hearts, then you'll be back complaining about the bags not being big enough.

    There is a certain point at which you need to accept the limits of your storage and make tough choices about what to keep or get rid of. If you can convince me that hearts need that point to be far more than now, I'd support the idea, but you have thus far failed to convince me.
    No, those are end rewards for quests and since they are stackable they are the choice for when you wish to slow your inventory fill up rate down. You do not sound like an experienced player.....

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    Quote Originally Posted by Lokeal_The_Flame View Post
    No, those are end rewards for quests and since they are stackable they are the choice for when you wish to slow your inventory fill up rate down. You do not sound like an experienced player.....
    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).

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    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by TheAlicornSage View Post
    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).
    The gear you can choose is not stackable, and deconstructing too frequently tends to disrupt quest run flow in such a way that tends to incite impatience from team mates, that is not a quick unloading. Even with simply selling things, if you are reading the details on your loot before selling it (Items with augment slots are too valuable to simply sell) this can take up too much time.

    Refusing to loot stackable consumables you have no use for and feeding sentient weapons and artifacts whatever named loot you find but neither need nor are in a party with someo0ne who needs are both effective measures but only go so far.

    It's about taking the time to do things pertaining to resource management and storylines while balancing that with keeping in line with the team's patience and productivity speed, it's not about storming through content, but the social aspect inherent to such being an MMO.

    Please do explain how adding a heart bag would break something, pretty sure I missed that part.

    The optimization of your gear is a strategic action, not sure you can claim to be strategic if you do not understand that. Loot tetris is tricky, items have a limit on effects they can have, while your equipment can optimize your capabilities. You can claim to be strategic all you want but if you can't disarm traps, pick locks, inflict enough damage to down an enemy within a given time limit, or bypass enemy saves because you lack the gear for it... well where's the strategy in that? Gearing up is about planning and strategy without planning is just nonsensical.

    Including the option of choosing cannith essences rather than loot in end rewards would solve a bit, however creating an expansion where one of the items was a permanent summonable personal item deconstruction altar would solve this problem even further.

    Since cannith crafting is returning in relevancy, such would indeed make sense.

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    [QUOTE=Lokeal_The_Flame;6454905]The gear you can choose is not stackable, and deconstructing too frequently tends to disrupt quest run flow in such a way that tends to incite impatience from team mates, that is not a quick unloading. Even with simply selling things, if you are reading the details on your loot before selling it (Items with augment slots are too valuable to simply sell) this can take up too much time.

    Refusing to loot stackable consumables you have no use for and feeding sentient weapons and artifacts whatever named loot you find but neither need nor are in a party with someo0ne who needs are both effective measures but only go so far.

    It's about taking the time to do things pertaining to resource management and storylines while balancing that with keeping in line with the team's patience and productivity speed, it's not about storming through content, but the social aspect inherent to such being an MMO.[quote]

    Hence my suggestion that a better solution is to have rewards that don't take inventory space.






    Please do explain how adding a heart bag would break something, pretty sure I missed that part.
    It isn't about it breaking things, but rather that the wrong problem is being addressed.

    To use a metaphor, if you want to drive 5000 miles on a trip, and decide to take a golf cart that runs about 25 miles on a charge, then you don't complain to the cart company that cart needs fixed. You either get a vehicle designed to run that far or you decide to have fun creatively dealing with the cart's limitations. Doubling the cart's range to 50 miles won't exactly help in the 5000 mile trip.

    Likewise, the type of gameplay that nets you so many items in one go that you need a bag for something that normally comes around a few times per year of play or less, is basically breaking the game. If you like breaking games, then have fun, but you shouldn't shouldn't try to make the game something it's not meant to be just because you can break it.

    This kind of game breaking behavior will produce this same problem no matter how many bags you get, because it's game breaking. A bag for hearts isn't in itself breaking something, but neither will it solve the problem of people who collect 4200 items in a single go-round. I've only got 34 in my entire history of the game. If these players are so ridiculous in their play that collect these rare items that fast, a bag isn't going to help cause they'll fill the bags really quickly and still complain about their inventory getting filled up.

    The solution therefore is to prevent the inventory from getting full in the first place, preferably without making the players feel cheated out getting a reward. Hence, cash rewards or guild xp or similar rewards that don't fill inventory.



    The optimization of your gear is a strategic action, not sure you can claim to be strategic if you do not understand that. Loot tetris is tricky, items have a limit on effects they can have, while your equipment can optimize your capabilities. You can claim to be strategic all you want but if you can't disarm traps, pick locks, inflict enough damage to down an enemy within a given time limit, or bypass enemy saves because you lack the gear for it... well where's the strategy in that? Gearing up is about planning and strategy without planning is just nonsensical.
    Strategy of action, of how the combat will flow, is entirely different from strategy of choosing gear. Generally, choosing gear is a spreadsheet game at that point, while strategy of combat is a gameplay thing. Different skills involved.

    I don't have good gear. I just tonight took my wiz18/1sorc/1rog/2epic lvl 22 against a lvl 28 fire bomb construct by myself after being warned of it's great difficulty meant for a good group. I'm not specialized, have not optimized my build nor my gear. And yet I won, without dying. That took strategy, just not the spreadsheet kind.

    Personally I dislike spreadsheet strategy. It feels like cheating to me. I know it isn't but it feels that way.


    Including the option of choosing cannith essences rather than loot in end rewards would solve a bit, however creating an expansion where one of the items was a permanent summonable personal item deconstruction altar would solve this problem even further.

    Since cannith crafting is returning in relevancy, such would indeed make sense.
    DDO store item, portable decontruction machine. Seems alright to me.

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