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Kit/Kit-Module Inventory Tab

velquavelqua Member Posts: 1,220 Arc User
I have mentioned this before about the non-combat (vanity) pets that there needs to be a tab for them since there are enough of them to clog and clutter both Bank and Inventory space. Borticus had mentioned in my last post about this that the idea had been discussed and was still floating around, but nothing planned.

After seeing the explosion of kits modules flooding my Inventory and Bank spaces on Tribble, I am hoping...and strongly suggesting and urging...that the Developers PLEASE consider adding a Kit/Kit-Module Tab for players to hold their Kit and Kit Module so that they do not take up so much space in the Bank and Inventory Tab. Just like the vanity pets, there will be more modules added to the game and space is limited--even when you do purchase max space for the Inventory, Bank, and Account Bank. I truly do hope that something is in the works because October 25th might just be a bad day for those who have many modules and kits.
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Comments

  • vendahravendahra Member Posts: 108 Arc User
    It's not in their best interest to take steps to reduce the number of things filling up inventory or bank spaces. They don't want to make things easier, they want to sell more inventory or bank slots. The faster you fill them up, the more slots you are likely to buy.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community Moderator
    Maybe vendahra... but what happens when you hit the maximum number of slots and still keep filling it up? Account bank slots? Can't be used for Character bound items.

    While I admit I don't really have a massive collection of kit modules (Actually resorted to storing them in the kit frames to save space) its probably a good idea to find some way to improve inventory systems.
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  • where2r1where2r1 Member Posts: 6,054 Arc User
    Seeing that I will have to start collecting Kit Modules (my non-modular kits seem to be going kaput after the update on Oct 25th)....it would be useful to see a special tab in Inventory for Kit / Modules.

    I can understand if this is special tab is in the Bank, only, since access to them can be restricted and no swapping on the fly during missions.

    Something is better than overcrowding the inventory. It is getting pretty bad trying to sort things out as it is, already.

    I would have to consider buying extra storage spaces for that special Kit tab...because of my penchant for keeping/collecting everything. If looking at my R&D inventory is any indication...and I don't even LIKE crafting.
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  • warpangelwarpangel Member Posts: 9,427 Arc User
    1. No, there shouldn't be a kit module tab. Non-combat vanity items like pets should get special storage, but anything useable you're supposed to fit in the inventory limit, that's what it's for.
    2. They could always sell even more inventory/bank space upgrades.
    3. IMO, boffs should have kits. That would work as extra storage as well.
  • questeriusquesterius Member Posts: 8,708 Arc User
    Made an inquiry a couple of days ago pm tribble if a module tab was planned.
    Basically a player needs 6 slots where he or she used to need one because modules can no longer be stored on the kits.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    where2r1 wrote: »
    Seeing that I will have to start collecting Kit Modules (my non-modular kits seem to be going kaput after the update on Oct 25th)....it would be useful to see a special tab in Inventory for Kit / Modules.

    I can understand if this is special tab is in the Bank, only, since access to them can be restricted and no swapping on the fly during missions.

    Something is better than overcrowding the inventory. It is getting pretty bad trying to sort things out as it is, already.

    I would have to consider buying extra storage spaces for that special Kit tab...because of my penchant for keeping/collecting everything. If looking at my R&D inventory is any indication...and I don't even LIKE crafting.
    Modular kits are better anyways.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • stobg2015stobg2015 Member Posts: 800 Arc User
    questerius wrote: »
    Made an inquiry a couple of days ago pm tribble if a module tab was planned.
    Basically a player needs 6 slots where he or she used to need one because modules can no longer be stored on the kits.

    When did this happen? I'm pretty sure I have kits in my inventory that have modules on them.

    The trick is, you can't fill the kit slots unless the kit is equipped. Then you can unequip the kit and (up till now) the modules stay slotted. Has that changed?
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  • sistericsisteric Member Posts: 768 Arc User
    stobg2015 wrote: »
    questerius wrote: »
    Made an inquiry a couple of days ago pm tribble if a module tab was planned.
    Basically a player needs 6 slots where he or she used to need one because modules can no longer be stored on the kits.

    When did this happen? I'm pretty sure I have kits in my inventory that have modules on them.

    The trick is, you can't fill the kit slots unless the kit is equipped. Then you can unequip the kit and (up till now) the modules stay slotted. Has that changed?

    This is happening on Tribble right now. SO it's a feature that is being tested and coming soon. Probably on Oct 25th, but I have not seen the official word of that date for this feature.

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  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    sisteric wrote: »
    stobg2015 wrote: »
    questerius wrote: »
    Made an inquiry a couple of days ago pm tribble if a module tab was planned.
    Basically a player needs 6 slots where he or she used to need one because modules can no longer be stored on the kits.

    When did this happen? I'm pretty sure I have kits in my inventory that have modules on them.

    The trick is, you can't fill the kit slots unless the kit is equipped. Then you can unequip the kit and (up till now) the modules stay slotted. Has that changed?

    This is happening on Tribble right now. SO it's a feature that is being tested and coming soon. Probably on Oct 25th, but I have not seen the official word of that date for this feature.

    So to expand on this answer, even if you've got X number of kits stuffed full of modules already, from the 25th Oct that equipment is going to take up five times(!) the amount of space in your inventory/bank.

    For some people that won't be an issue but for those with a wide variety of modules it could see their inventory filled instantly.
    Now sure we can all go pay for more space, but this is the game creating the extra demand for space. It would be a nice good will gesture if they gave something to help out with a problem they are creating.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    lordsteve1 wrote: »
    sisteric wrote: »
    stobg2015 wrote: »
    questerius wrote: »
    Made an inquiry a couple of days ago pm tribble if a module tab was planned.
    Basically a player needs 6 slots where he or she used to need one because modules can no longer be stored on the kits.
    When did this happen? I'm pretty sure I have kits in my inventory that have modules on them.

    The trick is, you can't fill the kit slots unless the kit is equipped. Then you can unequip the kit and (up till now) the modules stay slotted. Has that changed?
    This is happening on Tribble right now. SO it's a feature that is being tested and coming soon. Probably on Oct 25th, but I have not seen the official word of that date for this feature.
    So to expand on this answer, even if you've got X number of kits stuffed full of modules already, from the 25th Oct that equipment is going to take up five times(!) the amount of space in your inventory/bank.

    For some people that won't be an issue but for those with a wide variety of modules it could see their inventory filled instantly.
    Now sure we can all go pay for more space, but this is the game creating the extra demand for space. It would be a nice good will gesture if they gave something to help out with a problem they are creating.
    Or six times(frame+5 modules).... Realistically I'm gonna rethink why I'm bothering with a lot of the modules. You CAN'T use both plasma and cryo grenades, so carrying both is a bit pointless. I can't actually think of a reason to use plasma over cryo actually. So yeah, I'm gonna trim it down a bit and continue from there.

    Aside from the storage issue, it's a general improvement. No more worrying about whether you can fit 4 fabrication modules in your frame of choice! :p Also kits will be upgradable! I can take my UV10 Rom kit and upgrade to mk14! Legacy kits will be unusable novelties though.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    wait my old non modular kits are going to stop working?

    hmm, i have five characters that don't have anything else. bummer, i liked those old things, they were easy and brainless. definitely not optimal, but i like easy.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Nowadays you can piece together a decent modular kit from mission rewards alone. The cruddy kit pieces are cheap on exchange too since they're vendor trash now.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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