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Given all that it is pretty fair, especially to the person who does not multiplay, IMHO.
However, if you want to find and choose from multiple sets of armor and/or like to play multiplayer, I suppose you are going to have to often organize your inventory.
The inventory is about the same size, I guess, as Torchlight 1 and 2. It's about the same size as Titan's Quest with Immortal Throne and uses a similar system to that series Caravans (here it is Smugglers, for Individual Personal Stash and All Characters Accessible Stash) and the same backpack and tab system for increasing the size on all of these.
Now maybe it has less overall stash/inventory space than Sacred 2 and I'll take your word for Diablo 3, but it also doesn't seem to YET be as multiplayer/online/co-op oriented, which might influence their decision later ... but I have to say, anyone used to games before these mentioned really cannot claim there is a lack of inventory or stash space.
Follow the old standbys if you must, create extra characters and store some of the stuff you want accessible to all in their personal inventories and personal stashes. You'll have to then swap things around using these mule characters.
The point of this, though, is to make you choose things. Except for the Named Sets, it's mostly a waste of time to have more than 4 sets of everything for a character, and you can easily do that with this inventory as is.
I feel the problem in these games is the Named Sets, in every single ARPG. I don't want to hold on to a lousy Set Piece waiting for others to fill out the set and drop, only to find out that at my current level they basically suck. The only thing that may save them is that sometimes they have % increases, which as you level your skills and attributes, make them gain with every increased level in value. The unique properties of sets and the synergies of sets in every other game I played (although I always was playing in Normal Difficulty) were basically never able to compete with other drops I found more readily. This was true in TQ/IT, in Sacred 2, in Torchlight 1 ( I played very little Torchlight 2, but it seemed to follow the same pattern), and in Diablo 2 .
I understand your own personal disappointment, I would sometimes like unlimited infinite storage as well, but I don't want your comment to mislead other ARPG players. This is a whole lot of stash, the same size as in Immortal Throne.
Lastly, you could store everything in any Elder Scrolls game, either in a home or on the ground, usually. I always abused that but it never made me happier playing the game.
I read somewhere that Grim Dawn doesn't have Magic Find bonuses, I'm guessing that is for higher rates of treasure or improved treasure when it drops. Maybe that's a good decision, if so, because any more loot and maybe we'd go crazy.
I know that I have a large personal inventory which expands throughout the game (and I love that feature), but I do not like the limited bank. It should be dubbled, if you ask me, and there is really no reason why it can not be dubbled. I think the devs should do what the devs just done in Diablo 3. Stash-space is a constant issue, not only for me, to be sure.
No. I did that in Diablo 3, when i played it, But one should not be forced to use characters as banks. Because one can do just that there should be no or at lest higher limitation of banking things. There should be a large bank instead of alt-banks.
TQ is old and had horrible inventory management issues, things in GD aren't "OK" because they are "as bad as TQ." I think the majority of serious TQ players used TQVault, a 3rd party application that allowed you to rearrange your storage and place things in an unlimited number of easily organizable "virtual tabs." Modern games in the genre like Marvel Heroes and Path of Exile have essentially unlimited storage space, though you have to pay real money to expand it. D3 doesn't actually have that much storage, but the game also doesn't have that many items, and the way the game works means there's no reason to hold onto most of them.
GD probably has way more than enough storage space if you only play one character, but people forget that not everybody plays that way. I personally want to try everything, every build, effectively use every epic/legendary in the game at some point. So I keep one of every epic and legendary that drops, maybe 2 if it's a ring or 1h weapon. I would like enough storage space to do that without mules. These items exist for a reason, and they don't drop very often, so to say it's intended I just destroy them as they drop because I have no immediate use for them is silly. To not provide enough space for me to store those items is a game design flaw IMO.
I can not agree more, Astasia.
I think it is an issue with most of the older games in the genre, having too little storage space. It was one of the few things I hated about D2 for instance. However, when it came to PoE, I wanted to support the devs and paid for extra storage. The issue came with having too much storage space. I found myself hording way too much to the point that it became a major problem for me (personal issue, I know).
I think though, the problem with unlimited storage is that the value of items fluxuates due to it. If you are into trading items and such, asking for a rare high level item gives "expensive" to an item if you have trouble finding people who kept their drop. In PoE, with all the storage I had, I had copies of copies of copies of items I saw people asking for. I gave away items for free routinely due to that. However, in D2, I could only carry so much so if I saw an item that was really good but for a class I had no intention of playing, I often left it behind/vendored it which made trading for it actually worthwhile. <pure BS I've thought about, no real proof, but I think it makes sense to me>
I feel like GD found a relatively happy middle ground in that reguard. The character has a lot of personal space (though I'm not a fan of the minitab layout) while the shared stash is relatively limited. The only "improvement" (for lack of a better word) I'd like to see is maybe a seperate Guild Wars 2-esque "crafting mats" type of stash for all the little crafting items. I hate that I have 10000 polished emeralds in my stash taking up room and heaven forbid I should accidently autosort because I'll never find those items again...
Besides, people who are "into trading" made mules in D2, and they can and will do the same in GD. Even ignoring the security aspect where GD characters and stash are copyable/editable, as far as I've read (though please correct me if I'm wrong, anyone) there's no given maximum on the amount of characters you can make, so anyone who wants infinite storage can have it.