@ Shan a really helpfull addition for me would be an extra inventory cat. With super rare items from galaxy events. Those are useless after events but count to the 1000 cap.
(The items that drop because of crew %)
The super rare items that you get during a galaxy event should be removed after each event.
I know that this has not always been done systematically however, do you have many in your inventory.
@ Shan a really helpfull addition for me would be an extra inventory cat. With super rare items from galaxy events. Those are useless after events but count to the 1000 cap.
(The items that drop because of crew %)
The super rare items that you get during a galaxy event should be removed after each event.
I know that this has not always been done systematically however, do you have many in your inventory.
I discovered a few leftovers about a year ago. Now I make sure to end an event with no leftovers. I suppose one could keep extras for a repeat event, but I can't see that as having any practical benefit.
the list is not prioritized. there's no reason for you to dump any star level of any component item
what you need to do is change the drop down to "EQUIPMENT" and look for character specific gear ... items you've gotten from dabo or maybe gauntlet, or even event thresholds, for characters you've long leveled or frozen. You can easily get rid of 50-100 items that way
many of these items are also at the very bottom of the list
if you see below, these are things you can get rid of. In my inventory, it's things like this drink, APU's 3947 maintenance program, Lorian's Phase Pistol, Archer's Xindi disguise (from this last rerun)
Having thought about this a little more, I can't help but think that a fix should be relatively quick and painless, from a programming perspective.
1. In the logic calculation the determines whether or not to display a number (inventory count) over a piece of equipment, change it from ">1" to ">0".
2. In the programming for the replicator fuel popup window slider, change the default starting number from 1 to 0.
That way, a single item will have a "1" displayed over it. When you click on it, the behavior will be like any other item that has multiple units in your inventory, with a slider giving you the option to move between 0 and 1 (just like an item you have 2 of currently gives you the option of sliding between 1 and 2).
Finding the right crew-specific equipment would become far easier within the existing replicator interface.
I am curious about the defaults for discarding stuff. Looking at my own inventory, it is going to discard my 0/1/3* casings but not my 2*.
I also feel as if I don't have a real grasp on what is actually contributing to the 1K cap. Why would 0* casings be on that list?
The 1k cap is 1000 unique items. Each item can stack up to an amount of 32,767 (I think I got that number right). Anything higher than that is auto deleted. As Barkley said above you need to look at equipment and throw out all the unique stuff you're never going to use.
I am curious about the defaults for discarding stuff. Looking at my own inventory, it is going to discard my 0/1/3* casings but not my 2*.
I also feel as if I don't have a real grasp on what is actually contributing to the 1K cap. Why would 0* casings be on that list?
edit after reading shan's post:
There are no defaults. I thought what appeared was the most recent unique items you obtained in your inventory (so if you used up your 0* casings then went over max and got more, 0* casings would be at risk), but Shan's said above in this thread the items are selected randomly after you're over 1k unique items.
However, why would items be selected randomly? Tossing out randomly useful items along with easily acquired items does not seem logical. For example, do 0* casings contribute to the 1k cap? It is certainly not a unique item.
However, why would items be selected randomly? Tossing out randomly useful items along with easily acquired items does not seem logical. For example, do 0* casings contribute to the 1k cap? It is certainly not a unique item.
you're misunderstanding what we mean by "unique". we're not discussing rarity here, but rather a 0* casing stack of 172, is one unique item, rather than 172 items. We're not talking about equipment rarity or difficulty to obtain.
However, why would items be selected randomly? Tossing out randomly useful items along with easily acquired items does not seem logical. For example, do 0* casings contribute to the 1k cap? It is certainly not a unique item.
The cap is 1,000 UNIQUE Items. In the one image posted above, the 800+ 2 🌟 Casings count as one, just like one Bajoran Phaser would.
I would like a better definition of "random". Since according to some players, it appears to be LIFO........
"The truth is like a lion; you don't have to defend it. Let it loose; it will defend itself."
However, why would items be selected randomly? Tossing out randomly useful items along with easily acquired items does not seem logical. For example, do 0* casings contribute to the 1k cap? It is certainly not a unique item.
0* casings, from an inventory count standpoint, are as unique as 1* casings, 4* alcohol, 5* phase pistols, 2* replicator rations, 3* time reducer boosts, legendary citations, and voyage revival tokens. Every single item you have counts towards the limit no matter how easy or hard it is to acquire. My stack of 32,767 nanopolymers is one unique item just the same as the 5* Degra’s Armor I’ve been sitting on for two years or more (which must be a Dabo reward that appeared a year or so before I actually even got him as a crew member...still not leveled up, though).
Random item deletion doesn’t sound very sensible, of course, but it would likely be quite time-consuming to exclude only the “valuable” items from deletion. Some are obvious (citations, voyage tokens, anything 4* or higher in rarity) but I value my stack of 0* casings far more than I do my 3* furs, for example. Even the list of obvious items to be protected is pretty long, thanks to all the unique 5* equipment, and I would rather DB spent those work hours on something else.
I get that this is the first pass at the fix, but it's extremely irritating because this isn't a new problem.
The game is almost 4 years old now, and junk, useless items in inventory have literally been an issue since the first year. Part of the original justification for galaxy events was to help players toss out excess items. People were being locked out of the game ~6 months in because their inventories were in excess over the cap!
After 4 years, the cap has become a universal enough problem that a fix of some kind was absolutely essential to implement... but that doesn't make it a new issue. And it's one that should have been planned for since the beginning when inventory-related bugs first occurred. You've had, generously, over 3 years to plan for this.
What we've been asking for all along is better inventory management, not another level of in-game taxation. People would rather not trash things that have been awarded as prizes in dabo, gauntlet, or paid for in campaign crates. This is human nature. We should be able to get something useful for those items, like being able to replicate with them more easily (i.e. see what the items are when we replicate with them from that screen) or cash them in for rations without a huge associated cost (no double taxation).
the list is not prioritized. there's no reason for you to dump any star level of any component item
what you need to do is change the drop down to "EQUIPMENT" and look for character specific gear ... items you've gotten from dabo or maybe gauntlet, or even event thresholds, for characters you've long leveled or frozen. You can easily get rid of 50-100 items that way
many of these items are also at the very bottom of the list
if you see below, these are things you can get rid of. In my inventory, it's things like this drink, APU's 3947 maintenance program, Lorian's Phase Pistol, Archer's Xindi disguise (from this last rerun)
This image actually shows something I wish they would have also fixed: the multiple ways the inventory is displayed to players. When you go into your inventory through settings, it displays everything pretty randomly (at least, I've never understood how it's organized). When you go into the replicator screen, all the equipment is displayed by rarity, and I think alphabetically. Just having one way of displaying the inventory would go a long way to help keep things under control.
Again.... over programming something that could have been simple. Allow items to show names. Click an item to go to “recycle bin”. Then the recycle bin is in the replicator screen with all variations of rations.
Alot less programming would have been required. And it would have accomplished what we asked for. And another double charge action. Woohoo😂
the list is not prioritized. there's no reason for you to dump any star level of any component item
what you need to do is change the drop down to "EQUIPMENT" and look for character specific gear ... items you've gotten from dabo or maybe gauntlet, or even event thresholds, for characters you've long leveled or frozen. You can easily get rid of 50-100 items that way
many of these items are also at the very bottom of the list
if you see below, these are things you can get rid of. In my inventory, it's things like this drink, APU's 3947 maintenance program, Lorian's Phase Pistol, Archer's Xindi disguise (from this last rerun)
the list is not prioritized. there's no reason for you to dump any star level of any component item
what you need to do is change the drop down to "EQUIPMENT" and look for character specific gear ... items you've gotten from dabo or maybe gauntlet, or even event thresholds, for characters you've long leveled or frozen. You can easily get rid of 50-100 items that way
many of these items are also at the very bottom of the list
if you see below, these are things you can get rid of. In my inventory, it's things like this drink, APU's 3947 maintenance program, Lorian's Phase Pistol, Archer's Xindi disguise (from this last rerun)
This image actually shows something I wish they would have also fixed: the multiple ways the inventory is displayed to players. When you go into your inventory through settings, it displays everything pretty randomly (at least, I've never understood how it's organized). When you go into the replicator screen, all the equipment is displayed by rarity, and I think alphabetically. Just having one way of displaying the inventory would go a long way to help keep things under control.
I think it's the order you acquired the item. New items go to the bottom. When you zero out an item it disappears and then will show up at the bottom when you acquire it again. The first 1k items are what you keep, any items at the bottom over 1k are what you would lose when you're over the limit. I wish the replicator gave this same view. It would be the easiest way to find the threshold rewards from events that we don't need.
I have just hit upon a brilliant solution that is brilliant.
Just allow us to sell Replicator Rations for an appropriate amount of credits, merits or dilithium (gasp!). A 5* Ration costs 225k credits to make so allow us to sell them for 250K credits. People would be smooshing their inventory left, right and centre.
I just logged in through Facebook to try the new replicator feature and I realized the obvious, which is that everything in the equipment can now be turned into replicator rations, including ship schematics, trainers and other replicator rations.
SO, going back to the suggestions others in this thread already made:
With a few tweaks, this actually has the potential to solve the issue of useless resources accumulating in the equipment (like tens of thousands of trainers, Borg Ship schematics, hundreds of replicator rations) without even changing the cost in credits.
It would take nothing else than replacing the replicator rations with a certain amount of honor or merits.
225k credits are 2 and half 10X basic pulls, so an average of about 188 honor (assuming 75 per pull). DB could just replace the golden replicator ration with 376 honor instead, which is twice that amount.
Or, if they don't want to make honor that easy to acquire, they could replace it with merits. One merit pull gives a minimum of 75 honor and a maximum of, potentially, more than 400. So they could just give us 1800 merits for those 225k credits and the stuff we throw in to replicate them. If turned into merit pulls that are not incredibly unlucky, that should still be more honor than 2 and a half 10x basic pulls would give.
I have no idea how much programming that would actually require, but to me it seems like a much better solution than reducing the credit cost. I think most of us don't need any more replicator rations and the items we turn into replicator rations with this new feature could be thrown directly into the replicator anyway. So why not replacing the replicator rations with something else?
Thanks to those of you who understand and appreciate that the intent is really a first pass at improvements, especially to address the fact that players are being taken by surprise by the inventory cap and its consequences.
I am bringing up your concerns about the cost and I will relay again the pain point that is the lack of item name.
I was very confused reading this. Because silver discibed it so well
... The game is almost 4 years old now, and junk, useless items in inventory have literally been an issue since the first year. Part of the original justification for galaxy events was to help players toss out excess items. People were being locked out of the game ~6 months in because their inventories were in excess over the cap!
After 4 years, the cap has become a universal enough problem that a fix of some kind was absolutely essential to implement... but that doesn't make it a new issue. And it's one that should have been planned for since the beginning when inventory-related bugs first occurred. You've had, generously, over 3 years to plan for this.
...
I think DBs problem is just, that they can´t show the item-name in the replicater window (i hope at least it is so). Webberoni has a good solution to bypass this problem
Having thought about this a little more, I can't help but think that a fix should be relatively quick and painless, from a programming perspective.
1. In the logic calculation the determines whether or not to display a number (inventory count) over a piece of equipment, change it from ">1" to ">0".
2. In the programming for the replicator fuel popup window slider, change the default starting number from 1 to 0.
...
Not the perfect solution but maybe the best choice for this antique engine. Shan, it would be great if you bring up this idea to the related people.
@ Shan a really helpfull addition for me would be an extra inventory cat. With super rare items from galaxy events. Those are useless after events but count to the 1000 cap.
(The items that drop because of crew %)
I like the idea of an extra inventory cat. Here is what that might look like.
@ Shan a really helpfull addition for me would be an extra inventory cat. With super rare items from galaxy events. Those are useless after events but count to the 1000 cap.
(The items that drop because of crew %)
I like the idea of an extra inventory cat. Here is what that might look like.
I was thinking Spot, but Spot is already an avatar.
They used three different cats for Spot. They do not look exactly the same (nor are they the same gender), so DB has latitude to make an inventory cat Spot.
They used three different cats for Spot. They do not look exactly the same (nor are they the same gender), so DB has latitude to make an inventory cat Spot.
I think it's the order you acquired the item. New items go to the bottom. When you zero out an item it disappears and then will show up at the bottom when you acquire it again. The first 1k items are what you keep, any items at the bottom over 1k are what you would lose when you're over the limit. I wish the replicator gave this same view. It would be the easiest way to find the threshold rewards from events that we don't need.
Mostly you're right, but I have seen the inventory reshuffle the items. I've never been sure why or what causes it to do that. I've had newly found items (like 3* or 4* items) show up at the bottom of the inventory and then go somewhere in the middle when I come back to it. And they are one-off items, not dupes, so they're not stacking.
But the big reason we should have a single way of seeing the inventory is so we can easily find objects to toss or use in the replicator (like you mention in your comment). We shouldn't have to go searching in either screen for a specific item, when we know what it is and its rarity; one spot would make it so much easier to find things.
I don't understand why they even come up with such weird workaround attempts. Why not remove the item limit? If there's a good reason why this can't be done, why not change the items themselves to be less unique? Give everyone a "Starfleet Uniform" "Bajoran Uniform" "Civilian Clothing" ect instead of a crew-specific one? If there's a good reason why this can't be done either, why not change the item rewards (Dabo, Campaign caches, threshold rewards) to never hand out an item if you don't have a crew that can immediately equip it, or award only replicator rations or credits instead of items?
It's a really bad fix for a problem that shouldn't even exist in the first place.
You are all talking about the programming "fix" for this solution. The programming fix would be easy, so there is no problem. The cap was put there on purpose for the sake of storage and bandwidth. When the game came out, we were just getting used to 3G WiFi, and home internet speeds were probably about 1/3 what they are now. The phones & tablets were about 1/4 (or less) the storage capacity.
DB had to program the game for those limitations. Those limitations are not as bad as they were, but you have to look at the big picture. If you take away the limitations of the inventory, each individual players storage on the server goes up. To us it's minimal, but multiply that by 30-40,000 players or whatever, it becomes a potential nightmare in server resources.
We have experienced the problems with the servers before in events where we couldn't log in, or the game was crawling along and you could barely do anything. Now imagine that times 10...times 100!
The cap is the cap, it's not going away. Deal with it. I applaud DB for thinking/looking ahead and taking some of these problems out of the game before they even started! And moreover aI applaud them for taking our gripes seriously enough to try to come to a reasonable solution that works for everyone – us and them.
Comments
The super rare items that you get during a galaxy event should be removed after each event.
I know that this has not always been done systematically however, do you have many in your inventory.
Items selected to be deleted are selected randomly.
I discovered a few leftovers about a year ago. Now I make sure to end an event with no leftovers. I suppose one could keep extras for a repeat event, but I can't see that as having any practical benefit.
what you need to do is change the drop down to "EQUIPMENT" and look for character specific gear ... items you've gotten from dabo or maybe gauntlet, or even event thresholds, for characters you've long leveled or frozen. You can easily get rid of 50-100 items that way
many of these items are also at the very bottom of the list
if you see below, these are things you can get rid of. In my inventory, it's things like this drink, APU's 3947 maintenance program, Lorian's Phase Pistol, Archer's Xindi disguise (from this last rerun)
Second Star to the Right - Join Today!
1. In the logic calculation the determines whether or not to display a number (inventory count) over a piece of equipment, change it from ">1" to ">0".
2. In the programming for the replicator fuel popup window slider, change the default starting number from 1 to 0.
That way, a single item will have a "1" displayed over it. When you click on it, the behavior will be like any other item that has multiple units in your inventory, with a slider giving you the option to move between 0 and 1 (just like an item you have 2 of currently gives you the option of sliding between 1 and 2).
Finding the right crew-specific equipment would become far easier within the existing replicator interface.
The 1k cap is 1000 unique items. Each item can stack up to an amount of 32,767 (I think I got that number right). Anything higher than that is auto deleted. As Barkley said above you need to look at equipment and throw out all the unique stuff you're never going to use.
edit after reading shan's post:
There are no defaults. I thought what appeared was the most recent unique items you obtained in your inventory (so if you used up your 0* casings then went over max and got more, 0* casings would be at risk), but Shan's said above in this thread the items are selected randomly after you're over 1k unique items.
Thank you for the explanation @Shan.
However, why would items be selected randomly? Tossing out randomly useful items along with easily acquired items does not seem logical. For example, do 0* casings contribute to the 1k cap? It is certainly not a unique item.
you're misunderstanding what we mean by "unique". we're not discussing rarity here, but rather a 0* casing stack of 172, is one unique item, rather than 172 items. We're not talking about equipment rarity or difficulty to obtain.
The cap is 1,000 UNIQUE Items. In the one image posted above, the 800+ 2 🌟 Casings count as one, just like one Bajoran Phaser would.
I would like a better definition of "random". Since according to some players, it appears to be LIFO........
It has not been released on android yet.
0* casings, from an inventory count standpoint, are as unique as 1* casings, 4* alcohol, 5* phase pistols, 2* replicator rations, 3* time reducer boosts, legendary citations, and voyage revival tokens. Every single item you have counts towards the limit no matter how easy or hard it is to acquire. My stack of 32,767 nanopolymers is one unique item just the same as the 5* Degra’s Armor I’ve been sitting on for two years or more (which must be a Dabo reward that appeared a year or so before I actually even got him as a crew member...still not leveled up, though).
Random item deletion doesn’t sound very sensible, of course, but it would likely be quite time-consuming to exclude only the “valuable” items from deletion. Some are obvious (citations, voyage tokens, anything 4* or higher in rarity) but I value my stack of 0* casings far more than I do my 3* furs, for example. Even the list of obvious items to be protected is pretty long, thanks to all the unique 5* equipment, and I would rather DB spent those work hours on something else.
The game is almost 4 years old now, and junk, useless items in inventory have literally been an issue since the first year. Part of the original justification for galaxy events was to help players toss out excess items. People were being locked out of the game ~6 months in because their inventories were in excess over the cap!
After 4 years, the cap has become a universal enough problem that a fix of some kind was absolutely essential to implement... but that doesn't make it a new issue. And it's one that should have been planned for since the beginning when inventory-related bugs first occurred. You've had, generously, over 3 years to plan for this.
What we've been asking for all along is better inventory management, not another level of in-game taxation. People would rather not trash things that have been awarded as prizes in dabo, gauntlet, or paid for in campaign crates. This is human nature. We should be able to get something useful for those items, like being able to replicate with them more easily (i.e. see what the items are when we replicate with them from that screen) or cash them in for rations without a huge associated cost (no double taxation).
Proud Former Officer of The Gluten Empire
Retired 12-14-20. So long, and thanks for all the cat pics!
Us phone peoples are sharpening the torches and lighting the pitchforks........
We wanna finish Arena & Cadets in a minute!!!!!!!!
😺😸😺😸😺
This image actually shows something I wish they would have also fixed: the multiple ways the inventory is displayed to players. When you go into your inventory through settings, it displays everything pretty randomly (at least, I've never understood how it's organized). When you go into the replicator screen, all the equipment is displayed by rarity, and I think alphabetically. Just having one way of displaying the inventory would go a long way to help keep things under control.
Alot less programming would have been required. And it would have accomplished what we asked for. And another double charge action. Woohoo😂
Yes! Exactly this!
I think it's the order you acquired the item. New items go to the bottom. When you zero out an item it disappears and then will show up at the bottom when you acquire it again. The first 1k items are what you keep, any items at the bottom over 1k are what you would lose when you're over the limit. I wish the replicator gave this same view. It would be the easiest way to find the threshold rewards from events that we don't need.
Just allow us to sell Replicator Rations for an appropriate amount of credits, merits or dilithium (gasp!). A 5* Ration costs 225k credits to make so allow us to sell them for 250K credits. People would be smooshing their inventory left, right and centre.
SO, going back to the suggestions others in this thread already made:
With a few tweaks, this actually has the potential to solve the issue of useless resources accumulating in the equipment (like tens of thousands of trainers, Borg Ship schematics, hundreds of replicator rations) without even changing the cost in credits.
It would take nothing else than replacing the replicator rations with a certain amount of honor or merits.
225k credits are 2 and half 10X basic pulls, so an average of about 188 honor (assuming 75 per pull). DB could just replace the golden replicator ration with 376 honor instead, which is twice that amount.
Or, if they don't want to make honor that easy to acquire, they could replace it with merits. One merit pull gives a minimum of 75 honor and a maximum of, potentially, more than 400. So they could just give us 1800 merits for those 225k credits and the stuff we throw in to replicate them. If turned into merit pulls that are not incredibly unlucky, that should still be more honor than 2 and a half 10x basic pulls would give.
I have no idea how much programming that would actually require, but to me it seems like a much better solution than reducing the credit cost. I think most of us don't need any more replicator rations and the items we turn into replicator rations with this new feature could be thrown directly into the replicator anyway. So why not replacing the replicator rations with something else?
I was very confused reading this. Because silver discibed it so well
I think DBs problem is just, that they can´t show the item-name in the replicater window (i hope at least it is so). Webberoni has a good solution to bypass this problem
Not the perfect solution but maybe the best choice for this antique engine. Shan, it would be great if you bring up this idea to the related people.
Thank you
LLAP
I like the idea of an extra inventory cat. Here is what that might look like.
I was thinking Spot, but Spot is already an avatar.
Thanks, I love those bits of trivia.
Mostly you're right, but I have seen the inventory reshuffle the items. I've never been sure why or what causes it to do that. I've had newly found items (like 3* or 4* items) show up at the bottom of the inventory and then go somewhere in the middle when I come back to it. And they are one-off items, not dupes, so they're not stacking.
But the big reason we should have a single way of seeing the inventory is so we can easily find objects to toss or use in the replicator (like you mention in your comment). We shouldn't have to go searching in either screen for a specific item, when we know what it is and its rarity; one spot would make it so much easier to find things.
It's a really bad fix for a problem that shouldn't even exist in the first place.
DB had to program the game for those limitations. Those limitations are not as bad as they were, but you have to look at the big picture. If you take away the limitations of the inventory, each individual players storage on the server goes up. To us it's minimal, but multiply that by 30-40,000 players or whatever, it becomes a potential nightmare in server resources.
We have experienced the problems with the servers before in events where we couldn't log in, or the game was crawling along and you could barely do anything. Now imagine that times 10...times 100!
The cap is the cap, it's not going away. Deal with it. I applaud DB for thinking/looking ahead and taking some of these problems out of the game before they even started! And moreover aI applaud them for taking our gripes seriously enough to try to come to a reasonable solution that works for everyone – us and them.
Of course, this is all just IMO. Cheers!