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Game Mechanics Loot Pouch (solution to inventory space)

Discussion in 'General Suggestions' started by Spaghetti Man, Jun 23, 2026 at 10:00 PM.

?

Yea or Nay?

  1. Yea

    4 vote(s)
    66.7%
  2. Nay

    1 vote(s)
    16.7%
  3. Gay

    1 vote(s)
    16.7%
  1. Spaghetti Man

    Spaghetti Man The Spaghetti Man

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    Minecraft:
    Okay, so I know that there's a sort of meme stigma of adding more "pouches" since we have several already, but I do think there is (and has been for many years) a genuine problem with inventory space in Wynncraft. This isn't much of an issue when you just start out in Wynncraft, but as you progress you quickly realize that you'll almost never have enough space to carry all your loot, even when it's literally only from one single cave, and the only solution to this problem is abusing pet stashing, which itself is not only a different problem entirely but also irritating to do because of how stashing works.

    That being said, I do think it's reasonable and even, dare I say, good for things like runes, potions, and other consumables to take up limited inventory space.
    I know this sounds hypocritical coming from me, considering I'm the guy who always points out how much Wynncraft hates player convenience; but firstly, it's all about the intent, why it's done, and how it's used; and secondly, I do think it actually adds a level of inventorial strategy to the game.
    Or at least, it would if Wynncraft had a similar amount of inventory to something like Diablo. But it doesn't.

    That brings us to my idea: a "loot pouch". This would work the same way as emerald pouches, as you would find them as loot or could trade them on the market, and they have multiple tiers offering more space. The difference of course being that instead of emeralds, it can hold unidentified loot and common (white) gear. When you shift-click such loot from a chest or pick it up off the ground, it goes right into the pouch.

    When you go to the Item Identifier, you can right click the pouch to pick and choose what to put onto the identifying menu, or shift-click the pouch to quickly dump items onto the menu (dumping in order by Unique > Rare > Legendary > Fabled > Mythic).
    And while you cannot directly put identified items into the pouch, identifying the items from the pouch puts them back in so that you can easily and quickly sell them at the Blacksmith. Just like the Identifier, you can right click the pouch to pick and choose items, or shift-click to dump the pouch in order of Common > Unique > Rare > Legendary > Fabled. Mythics won't get dumped in this method.

    What do you guys think?
     
    Elytry likes this.
  2. culpitisn'taword

    culpitisn'taword Famous Adventurer

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    The inventory space restriction is an intentional part of the gameplay loop; it forces you to consider the items you're picking up more carefully & to regularly return to town to store them. I don't have much trouble with inventory outside of lootruns or foolishly long excursions because I simply don't pick up Uniques and Rares.
     
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  3. Spaghetti Man

    Spaghetti Man The Spaghetti Man

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    Minecraft:
    The problem is simply that it's annoying and invonvenient. Firstly, you acknowledge that lootruns are a problem regardless, but even aside from that, Wynncraft isn't a survival horror game. It's a looter game like Diablo or Destiny. You shouldn't be incentivized not to loot in a looting-focused game.

    While I agree there should be some inventorial strategy, I mean that in a Diablo sort of way. Not in a Resident Evil sort of way, which is what you're describing.
     
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  4. culpitisn'taword

    culpitisn'taword Famous Adventurer

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    Deusphage explicitly said that the loop I outline is intended. Maybe the fundamental game design has changed in the last six months, but I expect it hasn't.
     
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  5. Elytry

    Elytry Not Passive Only Aggressive

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    Intended doesn't make it not stupid.
     
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  6. Spaghetti Man

    Spaghetti Man The Spaghetti Man

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    A lot of stupid things in Wynncraft's history were intended. Soul Points deleting your hard-earned gear. Annihilation's 7-day timer. The old RNG horse breeding. Heck, the post-Fruma horse feeding timer. Removing free character slots and selling them back for money. These things were all "intended" by developers and even given exceedingly stupid excuses as to why they existed. That doesn't mean they were okay nor were they good for the game. All of them (except the horse feeding timer) were either completely removed or significantly backpedaled because they actively made the game worse and people constantly complained about them.

    If you asked me pre-Rekindled, I would have said that easily the worst problem with Wynncraft was Soul Points, for... many reasons.
    And if you ask me now, I'd say the worst problem is the severe lack of inventory space in a looter game that is (rightfully) rewarding players with more loot than ever before.
     
  7. Elytry

    Elytry Not Passive Only Aggressive

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    On a side note I also just have an overwhelming quantity of stuff, even making use of Misc bucket and Bookshelf, I am so out of bank storage, which in turn causes me to carry around id'ed items on my characters and run out of space faster.
     
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  8. Biff

    Biff The Bird Man

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    misc bucket and bookshelf, are those housing? And do they require a tank because offloading tomes rather than dumping em sounds great.
    Ahh, fishing. Like the one prof that isn't at least level 20 (well they all are level 29 except farming which is high and fishing which is low)... perhaps another day
     
    Last edited: Jun 26, 2026 at 8:09 AM