Outward

Outward

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Tom Jakitory May 28, 2022 @ 4:32pm
DE storage problem and solutions for storage
Ever since DE dropped, they've added town resets which pretty much eliminates the ability to store items in backpacks without a house.
First I had no problem about that until I noticed that this pretty much forces the player to join a faction ASAP in order to have storage in other regions available.

This hurts the immersion greatly, and restricts the freedom that open world games usually give. I can't explore dungeons anymore without the pressure of selling the items I want to store (artifacts mostly). Also it's frustrating to e.g. travel from Abrassar to Cierzo just to store the items you want to store.

I have two solutions for this:

1. Make houses be purchaseable in all regions instantly without the need to join a faction, BUT make them a lot more expensive (thinking about 3x the price, so 1500 silver). If you join a faction the price will revert back to the normal one (500 silver)

OR

2. Give inns the ability to offer storage renting services, so you can rent storage for a fixed fee (7 days for 100 silver). It gives the ability to store items while making it fair and immersive.

The new change really hurts the Outward experience for me, and I might reconsider going back to normal edition because of that, even though I currently enjoy DE a lot (except the bugs maybe, pls fix them)
Originally posted by The Flaming Red:
I do feel that the lack of storage outside to towns you own a home in does detract from the exploration experience and the 'use the right tools for the job' aspect I think the devs original ideas.

For example, if I have my home in Monsoon, I simply spend as little time in any other area beyond what quests demand - where as before I would happily take my time between quests as a time to go explore a couple of dungeons. Now I just explore the home region and, for later quests, just sleep the three days downtime as there's nothing else to explore. No point exploring any of the other regions as I'd have to lug anything worthwhile back to Monsoon which I would want to use for particular bosses/areas (i.e., Hot/Cold Defence set of clothes, Weapons with different status effects / elements depending on the enemies I would face). So this playthrough i just finished was just "Use Starchild" as I would only be able to reliably keep that weapon available outside of Monsoon and 'Just beeline the main quest until I finish and can buy additional homes'. Not a single second was thought about 'hmmm, maybe I should take into account an enemies elemental weakness and get the right weapon for the task' - but maybe this was the devs intention.

I feel the option to buy homes, even if they were all more expensive, would be a good early game thing to have an option of. In the early game, money is a resource we have to split between equipment and skills, with skills being the main expense. Once I have the set of skills I desired, I end up with excess money with no real sink - dozens of gold bars by the time I finish the final quest. Having the choice to 'buy a home for stash access' vs 'buying skills' would be a nice way to encourage more exploration and selling in the early/mid game - where as, having to trek between regions to store a unique item, discourages exploration. I'd even add the suggestion that you pay an NPC in each city to have/access a 'safe' chest which isn't linked to storage, but just wouldn't reset, so I can access it later - if the intent was not to overuse the shared stash ability (which, I must admit, post game is really nicer to go fill up legacy chests).

A side note: Never knew about that pickaxe exploit. Towns resetting though surely allows you to just farm a town's loot with zero risk just be waiting 3 days outside (plant tent or 3 bread a time would make this quite profitable most the time wouldn't it? Surely this is a bigger introduced early game money exploit. Never tried it but never found money was hard to come by)
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Showing 1-15 of 70 comments
Nerevar May 28, 2022 @ 5:39pm 
your "solutions" where told to the devs long before the DE was even made these are both OLD solutions aswell.

they clearly didnt care as we see now. i doubt theyll change anything on this crap anymore sadly.

7 days for 100 silver is too cheap aswell. 100 silver for 1 day is fair game. the shared chest is otherwise too good. 200 would be too much tough may aswell travel to harmatten then.

houses would have to be 1000 silver without faction atleast. but this will not happen. the inn change would have fixed 4 issues with 1 change :
hobos? gone.
inns? now useful.
houses from faction? still a boon.
safe stoarge without beeing forced into a faction? available for a cost at anytime.

still wouldnt give you a chest in caldera without the faction tough :P but thats fair given how silly good caldera is to plunder early on.
Last edited by Nerevar; May 28, 2022 @ 5:40pm
Sir Duckyweather May 28, 2022 @ 8:05pm 
I'm mostly fine with faction gating houses because it's one of those choices in the game the devs intend you to be stuck with and not make lightly. However, I would be perfectly content with paying the inns 175 silver per week (25 per day) for rented storage space. I believe it's mechanically possible, too, when you consider that they made homes a "safe space" exempt from area resets, and both homes and inns require a short transition to enter and leave.
Quillithe May 28, 2022 @ 10:07pm 
Honestly, just try hoarding less.

Personally the shared stashes more than make up for any disadvantage of this system, since it's no harder to actually access anything than it was before.

But I think you're not supposed to be picking up and storing every single item in the game - you're supposed to take what you want to use.

Also - as a suggestion, shouldn't hobo camps outside the town still work pretty well? Unless I'm mistaken, the zone won't reset unless you're not in it for 7 days straight, and you won't be in a dungeon or the town for 7 days in a row except for some rare defeat scenarios.

I wouldn't suggest putting any actual unique items down because of this, but you can probably come pretty close to fitting every single non-quest unique item in the game in your backpack at the same time so you should be fine keeping them on you. And if you make a plant tent and cooking setup and a bag for materials and potions you probably won't lose it, and you can even (maybe?) zone with a bag you can't technically carry to haul stuff back.

Sure, it takes awhile to haul it back, but before shared stashes you had to spend so long wandering between towns trying to find where your stuff was (or haul it all to one town anyway) that it's not any harder.
MOW May 28, 2022 @ 11:09pm 
What is "safe storage without being forced into a faction? available for a cost at anytime." referring to?
Katitoff May 29, 2022 @ 12:15am 
Originally posted by Quillithe:
Honestly, just try hoarding less.
This.
If you need currency, just do Caldera run for ornate chests without fighting anything.

With how the game is, unless you are super new player and don't know where and how to get Caldera chests, only things you should have in your backpack are consumables and these do not weight a ton.
TrompeL'Oeil May 29, 2022 @ 8:16am 
Originally posted by MOW:
What is "safe storage without being forced into a faction? available for a cost at anytime." referring to?
I would also like to know what this means. I am new to Outward and when I travelled to Berg, I was unable to find a way to store my loot. Without storage available in each area, this game truly becomes a walking simulator. I like many things about this game and wish to continue playing but if I can't find a suitable solution to storage, I won't.

edit: typo
Last edited by TrompeL'Oeil; May 29, 2022 @ 8:19am
Katitoff May 29, 2022 @ 9:31am 
Originally posted by MOW:
What is "safe storage without being forced into a faction? available for a cost at anytime." referring to?
They mean hobo camps.
When towns didn't reset, you just placed plant tent, firepits with cookpot and alchemy kit next to vendors/water and had extra backpack on the floor for storage.
Erei May 29, 2022 @ 10:05am 
Inns cost 25s to sleep in.
Plant tent, sold by every soroborean caravaneer, cost 8s and do the same. Plus they can be reused until you reset the place.
Even using your own tent/bedroll and buying the food is cheaper....

Inns have been useless since day 1. Even without the storage and crafting station, a hobo camp is still superior to everything else.

It's just about nerfing without introducing interesting mechanic or fixing the one that are totally pointless to begin with. People have been suggesting access to storage for inns for a while.
But hey, priority is everything for a small studio. They also nerf vendavel pickaxe "issue" because that to was broken apparently^^ I was too busy farming horror weapons to know it was a thing people did.
Quillithe May 29, 2022 @ 10:10am 
Originally posted by Erei:
But hey, priority is everything for a small studio. They also nerf vendavel pickaxe "issue" because that to was broken apparently^^ I was too busy farming horror weapons to know it was a thing people did.
I really doubt removing a few pickaxes took them that much time.

And it was a bit silly how a new player can quickly find that getting thrown into prison was a faster way to make money than actually fighting bandits in the first area.
Last edited by Quillithe; May 29, 2022 @ 10:11am
Erei May 29, 2022 @ 10:53am 
Originally posted by Quillithe:
Originally posted by Erei:
But hey, priority is everything for a small studio. They also nerf vendavel pickaxe "issue" because that to was broken apparently^^ I was too busy farming horror weapons to know it was a thing people did.
I really doubt removing a few pickaxes took them that much time.

And it was a bit silly how a new player can quickly find that getting thrown into prison was a faster way to make money than actually fighting bandits in the first area.
They revamped a bit of vendavel. You can't just "pay" the guard, the option isnt' there until you do enough tasks. You can't go and work in the kitchen/infirmary early, you need to mine all the iron. They changed some bits about the shiv lady to make it obvious of what kind of escape she is talking about, after the fact. They changed how your backpack and gear is stored (now you have an alarm if you get it). Also added loot if you trigger the alarm, and a NPC that open the door (but no loot) if you pay. They made everyone hostile if you trigger said alarm or force your way out. Including the named bosses.
IIRC it was also not possible to kill the bosses until the quest. Now it's possible. So they had to work on that and the dialogue/trigger to reflect it.

All of that is new/changed. It's not just the pickaxe.

And I wonder how "broken" it was to grind pickaxes for what, 20-30s ? Surely more broken than opening chests in caldera or farming horror weapon, I imagine.
Last edited by Erei; May 29, 2022 @ 10:55am
Quillithe May 29, 2022 @ 11:02am 
Originally posted by Erei:
Originally posted by Quillithe:
I really doubt removing a few pickaxes took them that much time.

And it was a bit silly how a new player can quickly find that getting thrown into prison was a faster way to make money than actually fighting bandits in the first area.
They revamped a bit of vendavel. You can't just "pay" the guard, the option isnt' there until you do enough tasks. You can't go and work in the kitchen/infirmary early, you need to mine all the iron. They changed some bits about the shiv lady to make it obvious of what kind of escape she is talking about, after the fact. They changed how your backpack and gear is stored (now you have an alarm if you get it). Also added loot if you trigger the alarm, and a NPC that open the door (but no loot) if you pay. They made everyone hostile if you trigger said alarm or force your way out. Including the named bosses.
IIRC it was also not possible to kill the bosses until the quest. Now it's possible. So they had to work on that and the dialogue/trigger to reflect it.

All of that is new/changed. It's not just the pickaxe.

And I wonder how "broken" it was to grind pickaxes for what, 20-30s ? Surely more broken than opening chests in caldera or farming horror weapon, I imagine.
Yeah, it was more broken, because you don't need to look stuff up on the internet to immediately have the economy broken. It was a far faster way of making money than anything else in Chersonese and it didn't make any sense either.

The other methods your mentioning don't work for a new player - you're unlikely to find how to farm horror weapons for quite awhile, and you're likely to basically beat most of the game before being able to get to caldera chests.
TrompeL'Oeil May 29, 2022 @ 11:10am 
I'm sure the last several posts are interesting to many but I fail to see how they pertain to the subject "solutions for storage".

How does putting down a tent or an alchemy set help me with permanent storage space in other regions than Chersonese?

Fighting a game's mechanics in order to enjoy it seems odd.
Quillithe May 29, 2022 @ 11:18am 
Originally posted by TrompeL'Oeil:
I'm sure the last several posts are interesting to many but I fail to see how they pertain to the subject "solutions for storage".

How does putting down a tent or an alchemy set help me with permanent storage space in other regions than Chersonese?

Fighting a game's mechanics in order to enjoy it seems odd.
Once you join a faction you'll be able to get a house in their city, and once you finish their questline you can buy houses anywhere.

Also you're just mechanically not supposed to be collecting everything - although I do suggest trying to grab one of the 100+ storage backpacks. There isn't really any reason to store most items in this game - you either want to use them or not, and since you can buy or craft all the consumables pretty easy, you shouldn't need to stockpile them either.
TrompeL'Oeil May 29, 2022 @ 11:56am 
Originally posted by Quillithe:
Originally posted by TrompeL'Oeil:
I'm sure the last several posts are interesting to many but I fail to see how they pertain to the subject "solutions for storage".

How does putting down a tent or an alchemy set help me with permanent storage space in other regions than Chersonese?

Fighting a game's mechanics in order to enjoy it seems odd.
Once you join a faction you'll be able to get a house in their city, and once you finish their questline you can buy houses anywhere.

Also you're just mechanically not supposed to be collecting everything - although I do suggest trying to grab one of the 100+ storage backpacks. There isn't really any reason to store most items in this game - you either want to use them or not, and since you can buy or craft all the consumables pretty easy, you shouldn't need to stockpile them either.
Thank you very much, especially for this:
"once you finish their questline you can buy houses anywhere."

Oh, and thanks for not mentioning the high horse I was sitting on.
Zachmark571 May 29, 2022 @ 1:24pm 
I'm loving the change. To me, hoboing and dropping your stuff in a backpack on the floor became a habit that was so useful I couldn't stop it even if I wanted to. (And I wanted to complete the game without doing it, but it was impossible mentally).

You are an adventurer, trekking the lands. An adventurer sells what he doesn't need and keeps only the essentials at all times. This change gives a more realistic Outward experience IMO. It does hurt to sell all the extra gear/potions/varnishes you loot.
Hoarders used like 5% of what they collected though.
Now that people sell more, house price should go to at least 1k silver (except cierzo lighthouse, if you f that one up)

SIDENOTE: Who in their right minds sleeps on the side of a walkway in a crowded town. Not getting robbed would be a miracle, as far as the world of Outward goes. (please correct me if I made a grammatical error)
Last edited by Zachmark571; May 29, 2022 @ 1:29pm
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Date Posted: May 28, 2022 @ 4:32pm
Posts: 70