Odyssey Ship Locker - too small ?

Considering the sheer amount of items and data needed to engineer suits and weapons, the 1000 ship locker limit seems...... way too small.
It's a real paint to gather the required mats only then to discover you've hit an arbitrary limit before you can even begin to engineer.

Can FDEV please consider raising this limit to 5000 (or even removing it entirely) so we can gather enough of the mats we need (and don't yet know what we'll need until we have unlocked other engineers).

It's a bit like the 120 module limit... also too small considering people invest so much time gathering materials and would like someway to save their modified equipment.
 
It's easy to overstuff yourself with electronics and even chemicals when the real bottleneck is technology. Data and goods don't have as much a storage pressure to them, though you can drown yourself in spam data if you're not picky with your mission rewards.
 
If there is one criticism I can really get behind, it's this one. Why oh why, after the long, protracted fight we had back in the day about the engi mats (they used to be an absolute limit for ALL mats, then were changed, after said long fight, to limits for each mat individually), did FDev go back to the old system for ODY mats?

I just don't get it, and I'm really not somebody prone to hysterics. It's just like... We already had this argument and we finally all agreed that it didn't work, so why have it again?
 
It wouldn't be a problem if they did what they already did for Horizon, IE having item storage space instead of global. But apparently it's better to repeat previous mistake instead of the fix for said mistakes.

And some people are going to come hard and tell us it's our fault. Because half the item are useless, and we need to trade them looking at a 3rd party before it gets cluttered.
 
I just don't get it, and I'm really not somebody prone to hysterics. It's just like... We already had this argument and we finally all agreed that it didn't work, so why have it again?
Presumably because the dev team has ppl like the OP who think it's ok to have a single limit and just argue over what it is.

I don't get it either - global limits point you towards grinding specific items for specific upgrades, per-mat limit point you towards collecting as a byproduct of playing the game - and they went for a global limit. Weird.
 
It wouldn't be a problem if they did what they already did for Horizon, IE having item storage space instead of global. But apparently it's better to repeat previous mistake instead of the fix for said mistakes.

And some people are going to come hard and tell us it's our fault. Because half the item are useless, and we need to trade them looking at a 3rd party before it gets cluttered.

See, if they had proper itemised limits they’d be telling us, in game, what is worth keeping and what is junk and where would the fun in that be?
 
See, if they had proper itemised limits they’d be telling us, in game, what is worth keeping and what is junk and where would the fun in that be?
That'd still be inventory management, and I don't like doing it. Still better indeed.

But those mats were likely cut from whatever content they were associated with. They were not meant to be "useless". As such, they never planned a list or anything.
 
See, if they had proper itemised limits they’d be telling us in game what is worth keeping and what is junk and where would the fun in that be?
Well exactly - with per item limits many of the issues go away:
  • Is this useful? Don't care any more - if it isn't I'll max my storage and then ignore it - much like Thargoid Wakes in EDH
  • Complicated recipes with 8-9 items? Not such an issue as you don't need to memorise / use third parties as you'll probably have things
  • Engineer unlock items being thrown away before you find they are required? Not any more - you'll just keep them as you won't be running out of space
  • Juggling limited inventory space? gone

The only downside/new issue I can think of is for things like Weapon Inventory / Power Regulator / Suit & Weapon Schematics where the per-item limit might be lower than stocks you keep at the moment. But if the limit was maybe 200/item for everything I think that would be fine 🤷‍♀️
 
That'd still be inventory management, and I don't like doing it. Still better indeed.

But those mats were likely cut from whatever content they were associated with. They were not meant to be "useless". As such, they never planned a list or anything.

I’m not so sure, the “junk” gives an on foot alternative to missions to gain credits. There’s always been an option to play ED without ever going to a mission provider.
 
See, if they had proper itemised limits they’d be telling us, in game, what is worth keeping and what is junk and where would the fun in that be?
Exactly, it wouldn't be fun if the game supplied you with useful information. It's been a critical point throughout the development of ED: do third party sites/tools provide the information? If so, the game doesn't need to.
 
I’m not so sure, the “junk” gives an on foot alternative to missions to gain credits. There’s always been an option to play ED without ever going to a mission provider.
Unless mistaken, the useless item are in both category, and one of them can't be traded for money. The one that can be traded for credit, with a "sell all" option have actually useful item in it.

Turning the "sell all" button into a noob trap. Thanks Fdev.
 
Unless mistaken, the useless item are in both category, and one of them can't be traded for money. The one that can be traded for credit, with a "sell all" option have actually useful item in it.

Turning the "sell all" button into a noob trap. Thanks Fdev.

It is a curious choice tbf. Personally I think the backpack limit is enough to challenge you to pick and choose what you take. One large settlement full of junk is enough to make you picky about how often you’re willing to run back and forth between you SRV and the buildings.
 
Keep in mind that about half of the stuff you gather in Oddessy have absolutely no use whatsoever for engineering (currently). Down to Earth Astronomy made a detailed video on what to keep and what to sell, as well as one of his World Famous Spreadsheets (tm) on what is what with these components. You could clear up possibly hundreds of units of space.

Think of the Kenny Rodgers song, "The Gambler"... you got to know when to hold em, know when to fold em... lol! :)
 
Keep in mind that about half of the stuff you gather in Oddessy have absolutely no use whatsoever for engineering (currently). Down to Earth Astronomy made a detailed video on what to keep and what to sell, as well as one of his World Famous Spreadsheets (tm) on what is what with these components. You could clear up possibly hundreds of units of space.

Think of the Kenny Rodgers song, "The Gambler"... you got to know when to hold em, know when to fold em... lol! :)

You shouldn't have to use external resources. Either the game should tell you what's useful to hold on to, or allow you to carry enough junk until you can figure it out yourself.

In a crafting system that needs Smear Campaigns and Opinion Polls, figuring out what's necessary isn't necessarily intuitive.
 
You shouldn't have to use external resources. Either the game should tell you what's useful to hold on to, or allow you to carry enough junk until you can figure it out yourself.

In a crafting system that needs Smear Campaigns and Opinion Polls, figuring out what's necessary isn't necessarily intuitive.
A simple icon to say it's used in enginerring/unlocks is all that's needed.
 
A simple icon to say it's used in enginerring/unlocks is all that's needed.

Agreed, a by-product of that would be also the ability to pin said upgrades/modules blueprints so you can focus target materials, rather than mule'ing everything.

Do find it time consuming every other day, cross referencing Inara + DEA's spreadsheet # 587 (random #) to have a clear out or up trade to the more valuable tradable item.
 
Agreed, a by-product of that would be also the ability to pin said upgrades/modules blueprints so you can focus target materials, rather than mule'ing everything.

Do find it time consuming every other day, cross referencing Inara + DEA's spreadsheet # 587 (random #) to have a clear out or up trade to the more valuable tradable item.
Yep... tis silly aint it.
 
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