Storage is broken in The Lord of the Rings Online™: Shadows of Angmar™. It works, as in I have rarely heard of its losing folks’ stuff, but as a game mechanic it is broken. This is not true for everyone: if you are not a crafter, collector, or social player with several outfits, and you are past level 30, you are fine. Turbine has done some good things to alleviate problems, such as simplifying the crafting items and increasing stack sizes. Once you save a cosmetic outfit, you can get rid of the items. Still, forum discussion directed me to what WoW is planning. Even before that, it would be nice if a game took advantage of the gameplay innovations from previous games. Keyrings, for example, should be required if you have keys. The Lord of the Rings Online™: Shadows of Angmar™ lacks keyrings.
Note in the WoW plans “Pet and mount tabs” and “currency user interface.” That is, don’t store mounts in the vault, and track all those barter/reputation items the way you track money.
The funny thing is, The Lord of the Rings Online™: Shadows of Angmar™ already has systems that could be adapted to deal with this. The deed log could have a “keyring” tab, with flags instead of inventory objects. Mounts are already summoned as if they were spells: have players buy the “Blonde Sorrel Pony mount” skill instead of getting a pony token for summoning. Saving a menu of housing items would be a bit more complex: you would unlock availability instead of buying the item, then slots in your house would have drop-down menus (rather than dragging an item over). (Did I just try to adapt CoX’s costume system as a housing decoration system?) Can we learn more than one copy of a single-use recipe? None of these, however, would be big savings, except for collectors of ponies, festival housing items, etc.
The currency user interface would be nice. Besides having a different type of barter item for everything, most of them have two types, rather than having unlimited stack sizes. So Annuminas has broken armour and armour fragments (trade one stack of the latter for one of the former), Angmar instances have bronze and silver coins, the rift has at least three, the Delving has three, each of the seasonal festivals has one (plus seven barter fish for the summer), and Book 14’s new flashback quests have just the one pile of marks of valour. Most of those also have drops that you barter along with the coins/armour/rocks/whatever to get bigger items. PvMP gives token rewards, and each tier of PvMP NPCs has its own type of trophy that you trade stacks of for those tokens. Each of seven factions has three different reputation items. I feel sure that I am missing something. So you can see how this adds up unless you just avoid fair-sized chunks of the game (or ruthlessly dispose of everything when switching between them).
Another chunk to avoid is saving things. You do not have much space for sentimental value, and you frequently get items that are difficult, tedious, or impossible to replace if you get rid of them. You get your irreplacable Prized Pie as soon as you get to Sandson’s Farm in The Shire. I still have my Hunter class quest hat from level 15, and I have never seen anything else that looks like it. If I get rid of my summer festival housing decorations, I can hope they will be back next year. Those 50-lb. salmon trophies can take hours of fishing, and I don’t know if you can ever get a replacement on the deed trophies. My Mirror of Mordirith, at least, is easy to replace: just defeat the 12th and final boss of Carn Dum and win the roll.
Crafting has similar issues with items. Let me describe what is used for 5th tier of tailoring, which is no more complicated than the previous ones but I don’t have space for the previous ones. The base resources used are exceptional hides (the main one), spider silk, and beryls. Foresters process hides into leather and silk into thread; jewelers process beryls into polished beryls. You (the tailor) process those components into the four types of pads and bindings. For single-shot recipes, you will also need a beryl shard; if you want to improve your critical success odds, you will want a single-shot scholar scroll, which needs its own resources and another shard. For non-single-shot recipes, you need great claws to improve your critical success odds; I think that is the only one for this tier, though other tiers have had two. You also have some vendor-purchased items like cloth. Take all those, process them together in the right combinations, and you’re a crafter. This requires very little storage if you have a “just in time” system, producing no intermediate components in advance or in bulk. Then you just need to store the raw or processed materials. You can imagine how much worse this is for crafters that are dependent on others, like woodworkers: do you want to store blades for however many tiers, or do you want to find a weaponsmith every time you make a spear? how about ingots for every hammer, plates for every crossbow…?
Each trade profession has three trade skills. Each trade skill has five tiers. I think I’m supposed to discuss solutions more at this point, but just thinking about and typing all that makes me tired, especially since all my characters have trade skills. And they will all have their own reputation scores, keys, deeds, traits to grind, etc. (At least they can pass items back and forth in my one housing chest.) I’m going to bed.
For all I know, The Lord of the Rings Online™ Volume 2: Mines of Moria™ already has the fix in. I guess we’ll find out when info is available.