[D4] Stash & Inventory

Do you like that D4 has separated the inventory into sections? Or do you want it to be like D2 & D3 with just one section. Also, they have never said anything about stash. If we have stash in D4 how would you like it to be?

I like the idea of sections in inventory as it will be far easier to find specific things quickly.
As for Stash. However, they do it, there needs to be some form of Shared function to it. Whether it be a set number of tabs are shared to the whole account like in D2, or all of them shared as in D3. We have seen from the stash limits that having a set number as shared and another set number as character specific does equate to more overall storage, so that would be my preference.

My preference is just one section. I’m pretty fastidious about where I keep my gear and would prefer to organize it in the way that makes sense to me.

I have a love/hate relationship with the armory in D3.

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If I understand the Inventory thing I believe it is more of a filter than sections. I could be wrong of course. But my impression is that you click one tab to see just weapons, one for just accessories, etc. And of course the tab to show all.

That could be cool, but not that useful, unless things are significantly different than D3.

I would like filters that could, for example: only show rogue gear, or show all gear in any tab that is a lightning resistance jewelry (or whatever).

sections best saves time and fits best for consoles

Currently, I like what they’ve shown us with the Inventory having the different tabs/sections for different item types.

As for Stash space, they haven’t shown nor said much to how that would go. But personally I’d hope for something akin to D2R (at least from when I tried the beta ver. of it), where there’s a number of both personal stash tabs (stash tabs that’s for each individual character) and shared stash tabs (stash tabs that’s shared between each character on the same account in the same game mode and region).

If I can find what I’m looking for and hold onto enough stuff to be reasonable (e.g., not everything but enough variety to diversify builds), then it was “right.” Making “tabs” for “rings” is OK - makes them easy to find. A search/filter by affix might also be very useful. After all, I might not remember I have some boots that give +150% gold.

I think it is fine to have a tab specifically for quest items.
Other than that, it seems unnecessary to have sections.

Could also have a tab for crafting materials, but it really depends on how crafting materials are designed, whether it is necessary.

Sections for different types of armor etc? No please. That just seems like unnecessary clicking.

Agreed.

I always thought it was interesting how all of the hero’s had access to all of the gear that was in the stash. In D3 once you get to level 70 it turns into a legendary buffet, just take whatever you want from the stash. It somewhat defeats the purpose of grinding for gear for that toon if most of the items are sitting in the stash. Similar to players giving legendary items to other players when they are leveling them. What incentive do they have for the grind if everything is just given to them? I am sure some players will want to keep everything so they might want unlimited stash with no restrictions. I am not sure why they have not talked about stash yet.

That has always been a somewhat difficult point for me.
I am strongly in favor of each character having its own fresh journey against the challenges of the game. But at the same time, finding an item on character X that makes you go lvl up character Y to use that item, is one of the best aspects of A-RPGs (and one that current D3 completely lacks).
Not sure how to solve this, to a degree where I dont think it should be attempted to solve it. Then we are pushing to a pillar that is too important for the genre.
But maybe it could be something “small” like, for each item your character is using, that it has found itself, it gets a little bonus? Not something that would ever limit your character, even if all its items are found by your other characters. Just a tiny little benefit. Heck, maybe just cosmetic?
Also, could be neat if all your items showed which character had found them. Creating more of a story behind each item.

Anyway, outside of items, I would make most progression related things character bound. Like, all keys for key dungeons should be bound to the character that found them.

If mercenaries/followers/pets are shared between characters in a given mode, perhaps limit the shared stash to only 1) what is on the merc and 2) maybe 6 other items as a “carry on.” Although I do hope this is more of what a mount’s purpose is, other than to possibly move more quickly without reliance on town portal.

D3 started it with the crafting items not being apart of the inventory. I don’t mind physical inventory tabs for them as they will probably stack. But it’s definitely an improvement over D2 and any of the games with tetris inventory.

Unless Diablo 4 will be the same as Diablo 3, where most, if not all of endgame activities are locked behind cap level, and players are expected to reach level cap in a relatively quick fashion, I wouldn’t worry about players needing an incentive to grind on newly created characters and/or classes.

Instead players, who found a unique item for a class they don’t play, and then opted to create a new character of that class, may end up finding more items of differing effects that would inspire a different build than the one they initially had in mind. Also, assuming that builds aren’t mostly dependent on the items a character’s wearing, then during the lengthy leveling process, players could gain a greater understanding of the the class that their playing.

Agreed, that poor little sorceress was having to carry all of those 3’ charms around all day. I was hoping they fixed that stupidly in D2R but they did not. Some of the fanboys still like that nonsense.

I’m a big fan of SSF play. I’m also an altoholic, meaning I’ll make many alts and packrat stuff for them all. I like my variety.

Ideally a stash for me has a large shared portion. I don’t want to go back to having to mule items and make transfer games. Particularly with “build-defining” things being in the game, I really want to be able to store a lot of these things.

I like the fractionated stash where you have stash tabs. It lets me organize it so that it’s functional for me. I’ll keep items for each class in separate sections for example and then have additional sections for crafting mats, gems, etc and separate ones for “common items” which are rare, but not class-specific. In an item-driven game, you need to be able to organize easily and store a large number of items, especially if you can’t trade.

Trade changes things and good stash design will depend on the rules of trading, what’s tradeable and what’s not. What’s not will need stash space. What is will need some stash space as well since it’s used as currency.

On stash size, again, I like my alts and that means I’ll keep a lot of gear. I recognize the need to limit and make meaningful choices about what to keep and what to throw away, but I’ll generally fall on the side of preferring more stash space.

Charms are an interesting concept but they need to be integrated into the character sheet proper, rather than shoved in the backpack.

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i am not quite sold on it yet but depending on how important different kinds of items might be (crafting, quests, etc.) it might actually be helpful and convenient

There basically is no such thing as too much stash space as far as I am concerned :smiley:

Ideally crafting, and in fact all types of materials will be account based and stored internally to be available to all characters. Thus, won’t need to take up any stash space.

I’m not sure I’ve made up my mind on crafting mats becoming “digital currency.” It’s not realistic at all. It’s not uncommon for me to stack up 10,000 crafting mats or more and it just feels wrong.

The devs want to give us rewards for killing monsters, so we get these fractions of a crafted item that get dropped. For slaughtering trash mob demons that are one-shot kills by the thousands we get these trivial rewards by the thousands as “filler.” They do this to offer variation from dropping blue and yellow ground clutter that we all also ignore. Ultimately, it’s just a glorified second-chance mechanic designed to provide a dopamine stim to keep players playing. I’m not certain all of this is necessary or good for the game. Much of the solutions D3 implemented ended up causing other issues, and I wonder if we just haven’t identified root causes yet.

Ultimately, I’d like for crafting mats to feel valuable and to have “weight.” That would mean being much rarer and also taking up bag space. It could be a dedicated bag, but I think objects having some sense of “weight” is necessary. Ultimately, to a computer, more bag space is a few more rows and columns on a spreadsheet - and this would be in a shared stash, so a bigger spreadsheet per account, not per character. It’s not terabytes of data.

On the other hand, without significantly redesigning the loot system, making drops rarer and finds more valuable, the solution they used for D3 does work. The only thing I’d really ask for is for auto-loot of anything that function as a “digital currency” and takes up no bag space because there is no decision point. You always want to pick it up just like gold. If gold is auto-loot, so too, should these be. But, for D4, like I said, I haven’t fully made up my mind on how this should be handled.