While we want items in our Safekeeping to remain safe from use across the site, if we want to easily quick sell stuff from our inventory but not everything, the current system starts to get unwieldy - see next example.
Example Scenario:
I have just gone adventuring. I want to sell the clothing items I've just received from adventuring.
Problem: To do that, I have to sort around in the (currently) 15-ish pages of clothing I have to find all the little new pieces.
Current Solution: Move the clothing I want to keep into my Safekeeping.
Problem: I don't want to shunt the rest of my clothing into my Safekeeping, because I want to have it available to try out different outfits on my cats. This either means I would have to sort through those 15 pages every time I go to quick sell new clothing, or hide all my clothing in my Safekeeping and ferry it out piece by piece if I want to try dressing my cats with what I currently own.
Proposed Solution: Allocated item uses
What I mean by allocated item uses:
For those familiar with Flight Rising's system of converting food points, this would act sort of like that, but you could bring those items back to your main inventory as well if you change your mind about them.
The Safekeeping would be an example of allocating items; you've "allocated" them to be unused and to not show up in the inventory. But what if you could allocate them to be only used for dressing up your cats, like a Closet? Or only used for lucheons, like a Pantry?
These allocated items would be available for their specific use, but would not show up in quick sale or your inventory, reducing clutter significantly, especially as the site's item repertoire continues to grow. Items in the inventory would continue to be open to use in all situations. I'm also picturing that different amounts of an item could be allocated or unallocated, so you could have, save, 50 Broccatli reserved for luncheons but be able to quick sell any new Broccatli you end up with easily.
Examples of some allocations:
- Pantry - food ingredients for luncheons
- Closet - clothing items for dressing cats
- Craft Supplies - for Crafting Workshop materials (could be combined with the Pantry due to some materials overlapping)
- Furniture Shed - decor items for scenery
- Trinket Storage - trinkets to be put on cats
How this might look from a UI perspective:
- A tab accessible from the inventory, like how the Safekeeping is currently linked.
- A filter option on the inventory that allows you to view all items, regardless of their current allocation. (perhaps a note on the item on where it is currently allocated and in what amount)
- The option to automatically allocate a specific item to a specific tab when it is received
- Option to recall all of a specific item back to the inventory
Example of potential appearance in inventory of allocated items:
It's a bit of a complex system, but I think something in this vein could be really helpful in managing an ever-growing inventory!
If anyone has any other ideas about a system like this or has constructive criticism (please be gentle), I'd love to hear about them! I recognize this might be a tad complex on the backend, but I'll leave consideration of that aspect to Squid.