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I say anti-loot as you don't have the inventory space for the metric tonnes of loot from every container/enemy, and you cannot sell it without draining all of the stores of money!

I sold $30 worth of loot draining the particular vender of their coffers to about $2 and now every store/vending machine totals $2! I just killed two bandits but I cannot even sell/equip their loot due to paltry inventory space!

So what is the point of even allowing such a loot-heavy game when you're deterred from even selling/carryiing it, especially since the only reason for killing creatures/enemies are for their loot as you don't even get XP?

Not to mention the shit-tonne of crafting supplies needed to upgrade items/crafting stations!
Post edited October 07, 2018 by takezodunmer2005
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takezodunmer2005: I say anti-loot as you don't have the inventory space for the metric tonnes of loot from every container/enemy, and you cannot sell it without draining all of the stores of money!

I sold $30 worth of loot draining the particular vender of their coffers to about $2 and now every store/vending machine totals $2! I just killed two bandits but I cannot even sell/equip their loot due to paltry inventory space!

So what is the point of even allowing such a loot-heavy game when you're deterred from even selling/carryiing it, especially since the only reason for killing creatures/enemies are for their loot as you don't even get XP?

Not to mention the shit-tonne of crafting supplies needed to upgrade items/crafting stations!
You can use the storage box near the crafting stations to store your items, and magically retrieve them from any other crafting station.

Additionally, ingredients in "storage" are counted for crafting recipes - at least for creating stuff. For breaking stuff down, you (for some reason) need to have it in your inventory - which involves a lot of annoying moving stuff around, since while it's possible to "take all" from your magic box, putting it in must be done (again, for some reason) one item at a time.

All this is made even more annoying (yet again) due to the excessively-complicated crafting system, where items are often made up of various "base" elements and various "components" (some of which you can craft, some you can't - again for "some reason").

I seriously wouldn't bother selling stuff unless it got a good price - most stuff is more useful as components, or broken down into components...

TL;DR: Crafting is way more complicated than it needs to be, there's way too much crap to find - but you do have magic chests to store stuff in, accessible from any other magic chest...
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takezodunmer2005: I say anti-loot as you don't have the inventory space for the metric tonnes of loot from every container/enemy, and you cannot sell it without draining all of the stores of money!

I sold $30 worth of loot draining the particular vender of their coffers to about $2 and now every store/vending machine totals $2! I just killed two bandits but I cannot even sell/equip their loot due to paltry inventory space!

So what is the point of even allowing such a loot-heavy game when you're deterred from even selling/carryiing it, especially since the only reason for killing creatures/enemies are for their loot as you don't even get XP?

Not to mention the shit-tonne of crafting supplies needed to upgrade items/crafting stations!
avatar
squid830: You can use the storage box near the crafting stations to store your items, and magically retrieve them from any other crafting station.

Additionally, ingredients in "storage" are counted for crafting recipes - at least for creating stuff. For breaking stuff down, you (for some reason) need to have it in your inventory - which involves a lot of annoying moving stuff around, since while it's possible to "take all" from your magic box, putting it in must be done (again, for some reason) one item at a time.

All this is made even more annoying (yet again) due to the excessively-complicated crafting system, where items are often made up of various "base" elements and various "components" (some of which you can craft, some you can't - again for "some reason").

I seriously wouldn't bother selling stuff unless it got a good price - most stuff is more useful as components, or broken down into components...

TL;DR: Crafting is way more complicated than it needs to be, there's way too much crap to find - but you do have magic chests to store stuff in, accessible from any other magic chest...
Thanks for this bit of info, this makes lugging around all that shit obsolete! Now to go dump a shit-tonne of stuff! I hate it when devs have to over-complicate mechanics just to appease the hardcore whiners that are afraid the ghost of ayn rand will get them if they're not doing tedious labor in the fuckin' game!
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squid830: You can use the storage box near the crafting stations to store your items, and magically retrieve them from any other crafting station.

Additionally, ingredients in "storage" are counted for crafting recipes - at least for creating stuff. For breaking stuff down, you (for some reason) need to have it in your inventory - which involves a lot of annoying moving stuff around, since while it's possible to "take all" from your magic box, putting it in must be done (again, for some reason) one item at a time.

All this is made even more annoying (yet again) due to the excessively-complicated crafting system, where items are often made up of various "base" elements and various "components" (some of which you can craft, some you can't - again for "some reason").

I seriously wouldn't bother selling stuff unless it got a good price - most stuff is more useful as components, or broken down into components...

TL;DR: Crafting is way more complicated than it needs to be, there's way too much crap to find - but you do have magic chests to store stuff in, accessible from any other magic chest...
avatar
takezodunmer2005: Thanks for this bit of info, this makes lugging around all that shit obsolete! Now to go dump a shit-tonne of stuff! I hate it when devs have to over-complicate mechanics just to appease the hardcore whiners that are afraid the ghost of ayn rand will get them if they're not doing tedious labor in the fuckin' game!
Yeah, while I'm old-school and like detailed mechanics, it should be possible to have this level of detail presented in such a way that it's not tedious.

I really wish they didn't have "basic" components (e.g. generic stuff like "metal", "plastic", etc.) in the game and just stuck to making things out of other things (e.g. magnets, string, etc.) - or alternatively, make all crafting only from the "basic" stuff. The way it is now, it's really detailed on the one hand, while being kind of generic at the same time, and more tedious than it needs to be.

Generally I leave everything in the magic trunk(s) when I craft - until I find I don't have the right materials for something. Then I have to look through the chest to find the stuff that can be broken down into the right components, and from memory I think it's not too easy (or not possible?) to tell what you'll get from breaking something down without having it in inventory (could be wrong about this though), so then I usually grab everything (naturally overloading myself in the process), then deconstruct the items, then craft what I need, then painstakingly put everything back into the chest.

Be careful breaking stuff down too - at first I thought it would be a good idea to break all those "useless" things down into their base components and just store them (to reduce clutter), but there are lots of components that are ingredients for other things. Which BTW they could have indicated better (e.g. mark something as "component" or something) - as it is, this information appears in the description, but not for all components.
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takezodunmer2005: Thanks for this bit of info, this makes lugging around all that shit obsolete! Now to go dump a shit-tonne of stuff! I hate it when devs have to over-complicate mechanics just to appease the hardcore whiners that are afraid the ghost of ayn rand will get them if they're not doing tedious labor in the fuckin' game!
avatar
squid830: Yeah, while I'm old-school and like detailed mechanics, it should be possible to have this level of detail presented in such a way that it's not tedious.

I really wish they didn't have "basic" components (e.g. generic stuff like "metal", "plastic", etc.) in the game and just stuck to making things out of other things (e.g. magnets, string, etc.) - or alternatively, make all crafting only from the "basic" stuff. The way it is now, it's really detailed on the one hand, while being kind of generic at the same time, and more tedious than it needs to be.

Generally I leave everything in the magic trunk(s) when I craft - until I find I don't have the right materials for something. Then I have to look through the chest to find the stuff that can be broken down into the right components, and from memory I think it's not too easy (or not possible?) to tell what you'll get from breaking something down without having it in inventory (could be wrong about this though), so then I usually grab everything (naturally overloading myself in the process), then deconstruct the items, then craft what I need, then painstakingly put everything back into the chest.

Be careful breaking stuff down too - at first I thought it would be a good idea to break all those "useless" things down into their base components and just store them (to reduce clutter), but there are lots of components that are ingredients for other things. Which BTW they could have indicated better (e.g. mark something as "component" or something) - as it is, this information appears in the description, but not for all components.
With this info, I'll segregate the organics for the alchemy and basic components for crafting stations, once I unlock an alchemy station that is, until then, however, I'm dumping the whole lot of shit from my backpack!
Hi Guys,

Thanks @SQUID830 for explaining everything! You're a star :)

@TAKEZODUNMER2005 - hope it all got easier for you now and you managed to finish the game. How do you like it when you are able to get to know all the things in SEVEN?

Take care,
Jan, Fools Theory and IMGN.PRO
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JanIMGN: Hi Guys,

Thanks @SQUID830 for explaining everything! You're a star :)

@TAKEZODUNMER2005 - hope it all got easier for you now and you managed to finish the game. How do you like it when you are able to get to know all the things in SEVEN?

Take care,
Jan, Fools Theory and IMGN.PRO
I haven't finished it yet, but I'm still plugging away at it! ;)

Sorry I missed this post or I would have replied earlier!