Circle of Fortune & Stash tabs

TL;DR: I believe that CoF needs some love when it comes to purchasing stash tabs.

(Disclaimer: I am a CoF player, and I know I tend to hold on to too many items, far more than my friends who play CoF; so I would welcome feedback from other CoF players, as it’s difficult for me and me alone to know if it is indeed the issue I paint it to be in this post, or if it’s just a “me” issue and a hoarding problem on my part. :p)

Currently, stash tabs are in a rather paradoxical situation when it comes to factions:

  • MG players seem to have access to very high amounts of gold compared to CoF players, making access to large numbers of stash tabs easier.

  • CoF players generally have a greater need for stash tabs, since 1. they find more items, and 2. being solo account/character found means they need to hold on to more items than MG players - the general CoF approach to finding a good item they don’t immediately need being “I need to hold on to that in case I ever need it”, whereas the general MG approach to the same item would be “I can sell that, and if I ever make a build that would use it, I can just buy another”.

As such, it feels like MG players have a much easier access to stash tabs, despite generally needing them less.

If it is agreed that this is an issue (which, as I said, I can’t be sure of), I have to say I don’t see an easy solution to it. My first thought was that adding a CoF rank reward that reduced the price of stash tabs could help, but this poses the issue of players feeling the need to play CoF for stash tab purchases, and feeling like they’re wasting gold when not doing so.

My next thought was to add a CoF rank up reward that allowed the cheap purchase of special stash tabs that could contain either only CoF-tagged items, or CoF-tagged and faction-untagged items; but the former would make such tabs not very useful / clunky to use, as a lot of items dropped while playing CoF don’t have a faction tag; and the latter would still pose the issue of those special tabs being usable by MG players, which creates the issues I mentioned just before.

So I don’t know of a way to make the “stash tab purchase endeavor” better for CoF players without it being frustrating to MG players, but I thought I would mention what feels like an issue to me anyway, in case someone more clever than me can think of one. :slight_smile:


Before finishing this post, I’d like to explain quickly how the issue affects me - even while using the gold drop rate blessing on all my characters, I’m always quite short on gold for stash tab purchases. The thing is, splitting a given category of items into more sub-categories (e.g. separating exalted bases as armor/weapons/jewellery/relics instead of storing them all together) means having more stash tabs that aren’t full, which means needing more stash tabs altogether. So not only do I find myself leaving on the ground items that I wish I could keep, it also means that my stashes are not as well-organized as I wish they were.

I’d like to reiterate that, since I’m only one player, I can’t know for sure if this is an issue with CoF, or an issue with me and a hoarding problem (or both). (I am aware that I keep a lot of items, but since I make a lot of different builds, I do use a lot of them)

So, if the vast majority of people don’t have this issue, I’m of course open to the possibility that the problem lies with me. ^^


Thanks for reading, and if you’re reading this, I hope you have a nice day <3

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They just need to create a currency token for MG players to use in the market, instead of gold.
This one addition would fix many of the problems we have regarding gold atm.

Which they have absolutely no need for though :stuck_out_tongue:
As you sell items and only rarely buy items you simply don’t need em. The majority of items you find are easily acquired through the market, at close to no cost in a superior state, exceptions applying. And those exceptions are usually sold since they are worthwhile to actually provide you with the items you need personally.

Yes, but they also have no need for Gold.

There’s solely respec, tabs and Lightless Arbor there to use it. It’s hence all going to tabs. Waning off the merchant for runes is the first thing one should do anyway, hence not even that stays long.

Yes, it is. Which comes from MG using Gold as the currency, rather then something else.

Which is to be removed, I’m stating that since 1.0 came out and it’s been solely coming to deaf ears… ‘No, why would we need that?’ ‘It’s all fine!’ yadda yadda.

Also it’s double-dipping. You get upsides playing CoF which directly give you a bonus by playing MG then.
Which is another issue, since MG gets more gold it gives massive upsides after accumulating that and switching to CoF, like I’m doing since MG is a shit-show.

Exactly that.

But we got basically no feedback from the devs on how that’s perceived, a plan, or even a thought.
The topic is entirely ignored since over a year now.

What if as CoF you get either stash tabs based on the CoF rank you are or simply % discount going up in your CoF rank? I am also a hoarder and I sit currently at 70 stash tabs or so. Now I am not saying everything I collect will be used or is useful but when I see that sweet 2 tier 7 1 tier 6 item that makes no sense my ape brain activates and I throw it in the stash next to the other 1000 items I farmed with prophecies or w.e and cannot bring myself to let em go.

The issue is that tabs aren’t allowed to be affected since they’re used by both factions at the same time.

It’s not like the hindrance of the faction tag for cross-equiping items. It’s set up in a way that any cross-usage of mechanics is detrimental rather then switching factions simply having no meaning outside of personalized playstyle.

But that also reduced the options for EHG to solve issues… and they got a ton of them in the player factions included.

So alternative options need to happen, things finally detaching those factions properly as one step… so they’re as separate as possible… or actively designing mechanics to allow switching without punishment but also no double-dipping happening, so it’s solely a playstyle choice at whenever you want without giving you respectively upsides.

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Your problem will be over when you reach stash tabs cap of x200. Then you will have to prioritise you drops, setting very strict loot filter and learn how to let go of potentialy good drops :slight_smile:
Just keep playing, this moment will eventually come :vulcan_salute:

Damn it. Gotcha but cant they make something like…some specific CoF stash tabs that you get when you rank it up and they get locked if your character is not in CoF? Or that is also kind of a crazy idea to throw in the game? Like 10 new stash tabs per CoF rank and they can be customized and such but they are simply locked only for your CoF characters? Thats a big no no too?

We got a potential top-end of 200 tabs and the pricing on tabs has been reduced to such a ridiculously low amount that getting them has become neglicible. Even as a new player while being a hoarder (since it’s my proclivity and I had no knowledge of what is actually needed back then) I barely ran into space issues outside of really… really early on. When Tabs were over 4 times the price because of scaling.

As for specific unlocks… doable. But plainly spoken what the game needs is specialized tabs overall. Low variance drops like idols should’ve a specialized ‘spreadsheet like’ storage option. What I would find nice is to have a ‘slot’ for each affix combination and they just stack and provide you with the option to click on which affix to prioritize, showing only the highest rolled ones but invisibly stacking underneath. So you can for example store any arbitrary number chosen there… like… 100 of each combo. Which suffices for life and beyond. Could even add a button to ‘half’ the storage should it run full, deleting all the low-rolled ones. Or even going so far as to showcase numerically how many perfectly rolled you have available.

Idols take up a massive amount of space if kept in place, items really don’t, outside of sets since this Cycle and multiple low LP uniques for re-rolling.

The same can be done with uniques btw. Since they have a limited amount of options, a unique tab which discerns between LP values and then showcases only the highest ‘cumulative’ total rolls as the first presented visually, all in the background hence and only needing to check the total value of slots and bring up the next ‘hidden’ item in the list to reduce database access amount and hence network load as well as computing power needed. Text space itself is miniscule after all for databases, it’s access which does cause issues, and EHG has a rather bad database access design.

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Like has been suggested, the problem is simply MG getting gold from transactions. Because this applies to stash tabs, to mastery respec, to vendors (even though this is a minimal benefit) and to LA.
Those are the gold spenders in common with both. And the more stuff gets added that uses gold, the more this imbalance will increase.

So yes, this would all be fixed by simply removing gold from MG and make it work with either a different MG-specific currency or just with favour.

So they do

Because that would help MG players more & they have enough gold to not need it.

If you’re MG, absolutely! But as a CoF player who isn’t pushing 10k corruption with my eyes closed, not so much…

If we ignore legendaries (probably reasonable), yes, but that wouldn’t change the storage space on the server at all which I presume is the reason for the limit. What you propose is mainly a UI change for the player, not a bad one, but probably not getting to the actual problem (sadly).

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Badly worded ‘for higher amounts of gold’.
Hope that fixed it.

If I’m not even selling and using MG even… the price is ridiculously low and very swiftly acquired early game. The first issues started back when I got more of em (hence they were introduced) when I reached the 200k segment, which is very very much later now then back then.

The reason for the limit is never storage space itself, that’s utterly neglicible for items since they’re held in text format anyway for their values. With hopefully a unique ID and some meta-knowledge behind them.

The major issue for databases is access time though, and access quantity. We see this problem in the Bazaar quite heavily even since - as most MG things - it’s a mess, and this time a programming mess even!

Check how the system handles queries there and you see the issue. You search for something and it pops up… sure, nice! You got let’s say… 5 pages of acceptable items in it. All still nice. Then you change how to view it from ‘newest’ to ‘low to high’ and immediately you can see the issue creeping up. It’s not simply sorting the already finished query, oh no… it’s actually doing another query to the database and re-sending the whole information packet, which causes the bazaar to break down at every… single… Cycle release again. 50k people playing, potentially half in MG, we can easily deduct with the messy functionality less then 50% even… and it still fails? That’s not acceptable.
Then we switch to ‘Page 2’ and what happens? The query is again re-sent!

I mean… that’s kinda nonsense.

What I propose is including a access change. If you only need to present the first item out of 80 then you only need to load the total amount of positions (hence 80) and the details of the singular item. Which is several magnitudes quicker then what we have now.

The stash works the same way! There is no need for multi-tab searches, those should be respectively sorted, that’s the point of em. So we don’t need to load the full stash information upon every opening, which is the core issue as to why that is so darn slow when reaching 100+ tabs filled with items + Cycle tabs.

It’s already at the limit by needing several seconds loading a page after 2 Cycles in place with someone playing a lot in Cycle… imagine what happens in 2 more? 4? When does it become simply unplayable?

And yes, it’s obviously downsides for functionality for the player, agreed… but plainly spoken? If there’s no method in place to allow functional searches which don’t nearly destroy the database server from the load it is under then it needs to be simplified until a respective architecture is created.

Well, that depends, how many tabs are you talking about & how “early game”, since that’s generally accepted to be the campaign & you won’t have a few hundred k during the campaign.

Yeah, even with ~70 odd mostly full tabs it takes a bizarre amount of time to sort just 1 tab which wasn’t the case “early on”.

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If I remember right it was 6 bought tabs upon reaching empowered monoliths since I bought tons of shatterings. So partially already on my plate because I did that. Which gave me 10 total tabs.

How many do you need? 1 dump tab, 2 for uniques, 3 for exalteds, 4 for idols and leftovers? By that position it’s already vastly beyond what you’ll actually need.
Will every item position have a unique item instead so early? No? Then why saving up bad bases with auxiliary T6 affixes you lack the crafting materials to get into shape anyway? Throw em out!
Need all those really badly rolled idols from other classes which you got no clue if they even function properly? Or worse those which are for your own class and are just different affixes then your build? No, unless really well rolled then out again.
Crap uniques without LP? 5 LP 1 uniques of the same type even if you use it personally? If you already got 5 then they’re easy to get, so throw 1-2 out from the bad ones and finally roll em… or throw even 3 out if you don’t have any bases fitting, the base is the bottleneck hence!

You really really don’t need many tabs, and by the time all this setup is already acruing which actually could be viable you’re up to 15-20 tabs. How many does CoF actually need? If you go beyond 30 you’re solely hoarding… I’m vastly beyond 30, I hoard, I know what my failures are :stuck_out_tongue:

Which is a very fair point!
But during the campaign what are you picking up? The good bases! Because what else do you need? They’re all rare and crafting rares works out ok-ish with a base even from a white item even. So how many duplicates do you need? You don’t even have shatterings or crafting mats at hand anyway to deal with them, why have 7 copies?

I still remember being fixed at 4 tabs during campaign, and even I as a hoarder was utterly fine, mind you, having 70+ tabs now full of junk, while playing MG… so it definitely works more then well.

Way more than that (sooner rather than later). 1 tab for uniques for each slot, 1 for each class for idols & that’s just for starters, the uniques, idols & exalteds will need more as you drop more. And don’t forget some for legendaries.

Yeah, who needs loot for alts in a loot-centric game when you’re not playing trade? Unlike MG, CoF can’t just “drop” any given unique on demand.

Uniques & the rare some idols that don’t suck (or have useful resists).

Pretty sure you could buy more tabs when tabs/the stash was implemented.

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I strongly disagree with this. When you play CoF as an altoholic and you have lots of characters as CoF, you’re encouraged to hoard. Even more so with the changes to crafting in season 2.

You will keep pretty much all +skills gear, since those could be crucial for some future build you’ll be making.
You will keep pretty much all the rare affix stuff from builds you have a notion of playing. This includes pretty much most of the minion affixes, if you play minions, most of the increased damage ones, most of the health ones, etc.

In fact, I usually just dump affixes which I know I will likely never use, like melee or rogue stuff (don’t like either, don’t intend to play one anytime soon, if ever).

And this is simply for exalted gear.
If we go into uniques, having one of each unique, separated by tab, is over 20 tabs alone. More if you keep some nice nemesis legendaries or multiple copies of high LP.

Then there’s idols. I usually have 2-3 tabs for each class for their specific idols. And I had 3 tabs for the small idols, now I also have 3 tabs for weaver’s idols.

2 tabs for sets.

1 tab per active character for items that are going to be slammed into a unique (I usually have 5-6 of these).

So we’re already at the 60 tabs mark. And there really isn’t a combination of exalted/item type or unique/item type that has more than 3 tabs for each, which I could easily have.

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I mean, yeah… sooner rather then later.
But you’ll fare absolutely fine with much much less.

Let’s simply look at uniques. One tab for each slot? Sure! Much much later. But why are you collecting sceptres when you’re using a bow as an example? And without LP? Are you planning a specific built for it? Do you need it? No? Why keep it after seeing 3 of em already dropped along the way? You’ll get it in basically no time again. 2 LP + items are at best something to keep, and those come only in significant amounts when reaching empowered monoliths as your rank becomes high enough and your weaver tree is set up a bit.

You don’t have that during campaign.
You also don’t have that during ‘early end-game’.

We need to differentiate which position explicitly has a need for more tabs, and why. Otherwise we can’t come to a proper conclusion now, can we?

Yeah, for the next alt… or 2. Are you stopping at 100c when entering monoliths? Is that your end-point of playing?

Obviously you won’t acquire enough gold to buy tabs then, because unless you’re actively going for gold reward echos then you won’t drop respectively enough gold. Why? Because the game’s not designed to stop at this place, at earliest you’re supposed to get into a alt when you got a setup and maybe reached with your char 200-250c earliest. Before that is premature changing it with the progression rate implemented simply.

Yeah, so your 10 uniques and the 15 idols which all still fit into your base 4 tabs and not even needing to buy anything yet :stuck_out_tongue: But you already do since the miniscule amounts of gold for the first tabs is simply worthwhile already.

You were stuck at 4 tabs for a loooong looong while I remember. This was before the implementation of MP

Yes, and here we come to a conclusion. The crafting mechanics in season 2 warranting more space.

But… is it supposed to be frictionless amounts of space or should you always have plenty at hand? Choices of keeping items some sort of weight applied to it or not?

Which is a mess though, isn’t it? ‘Let’s keep these 30 items I drop per hour, ALL of them’. You can outfit several armies of alts with that, you haven’t even gotten your first character to a ‘decent’ state and already got gear for 15 more stored. Obviously that’s not going hitchless. Even in MG it doesn’t since you’ll run out of favor to buy items this way.

As a CoF altoholic and a bit of a hoarder, I use an awful lot of tabs too. I think I have 7 tabs just for idols, and maybe 4 just for legendaries, never mind uniques and exalteds. Because of the bridge echo, I only have 1 set tab, but occasionally spill into a second temporarily. I am not as efficient as a lot of players apparently, but it gets really expensive. I go through my stuff somewhat regularly to pare down the number of items. I believe I have more than 30 tabs simply for exalted gear. I’m glad there are people who can easily keep it under 30 total, but even with a massive strict cleanup, that won’t be me, for my needs. So, OP, it’s not just you.

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First off, why only the next alt or 2?
But even then, I have no idea what I’ll be playing next. That will depend a lot on what drops and what I feel like playing when I get bored with the current one.
So we need to collect a wide net to make sure our needs are met.

T7 +skills don’t drop that often. And when many do, then I choose the best looking 5-6 ones so I have choices when I do make the build and so I have alternatives if some of the crafts fail.
Which means that, for body armour alone, it’s a potential 45 items alone. That is more than one tab, possibly 2, don’t want to bother checking.
For helmets, that would be 40. Plus a bunch for relics as well.
This is without even considering the class affixes that might be useful (totem stuff, minion stuff, etc) or the generic valuable ones like health or mana.

So yes, if you’re an altoholic and you play a lot of different characters (which you can’t say is a wrong way to play the game), then you absolutely need a lot of tabs.

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Because you gradually build up?

It’s progression, a process.

If not then we could simply unlock 200 tabs without any cost applied from the beginning.

The question is ‘how much is acceptable’.

The answer is, however much each person wants.
As long as it’s not more than 200 tabs, because more than that causes issues with the game.

And even then, there are many people that have 200 tabs and wish they could have more. And they’re not wrong. Because no one can tell them how they should play the game.
If they want to save every single exalted piece of gear, they are allowed to, within the limits of the game.

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