More network storage

Discus and support More network storage in XBoX on Consoles to solve the problem; Is there anyway to buy more network storage for captures? I believe the max is 10 gigs Hopefully there is and I just haven’t figured out how to do it.... Discussion in 'XBoX on Consoles' started by Marcrux, Apr 29, 2023.

  1. Marcrux
    Marcrux Guest

    More network storage


    Is there anyway to buy more network storage for captures? I believe the max is 10 gigs

    Hopefully there is and I just haven’t figured out how to do it.

    Thank you.

    :)
     
    Marcrux, Apr 29, 2023
    #1
  2. Francia J. Win User

    More network storage

    Hi, I hope you're doing great out there. I am an Independent advisor and I am here to help you with your concern.

    I apologize but there is no option to buy more network storage. But no worries because you can use and store game clips on an external hard drive.

    For your reference, you can check this link: https://support.xbox.com/en-US/help/games-apps/...
  3. Marcrux Win User

    More network storage

    I actually did put all my game captures on a flash drive a couple nights ago. There were 751.

    The odd thing is this morning I checked and there was only about 60. I don’t know why they deleted so many on their network when I still had 52% storage,

    I’d be totally puking my guts out if I would’ve lost all those. Thank goodness I backed them up. They were special game clips that me and my daughter captured years 4 ago.

    Thanks for your reply.
  4. SwordofWhedon Win User

    More network storage

    You can just download your excess, and then upload it wherever you wish
  5. IRB Win User

    Network storage

    Hi

    No, the storage needs to be directly attached to the xbox via the USB ports.it will also format the drive for game storage and won't be usable on a PC after that without reformatting.
  6. BURNER247 Win User

    More Storage

    The official response from GearBox on inventory space, and Claptraps secert stash size.

    http://forums.gearboxsoftware.com/showthread.php?p=3391282#post3391282 post #260.



    This is going to be a LONG post. There is no "TL;DR" (too long, did not read)

    version because I think it's important for people to understand what influenced

    some of the decisions that were made. Find yourself some time when you can read

    through this whole thing. Get yourself a cup of coffee (or your beverage of

    choice), sit down and learn a little about game development.

    When

    Borderlands 1 was in the process of wrapping up the last DLC, the design team

    was already thinking about what they wanted in Borderlands 2. One of the main

    goals was to make Borderlands 2 bigger and better than the first game. Enemies

    should be bigger, maps should be bigger, AI should be better, and the story

    should be better. When people compare two things, I think usually they can agree

    on which thing is bigger than the other. But "better" is a much more subjective

    term. People don't always agree on what is better. What I think is better, you

    may think is worse and what you think is better, I may think is worse. Also,

    it's important to note that bigger isn't always better. You can disagree with

    that if you want, but like I said, we are not always going to agree on what is

    better.

    One of the other goals for Borderlands 2 was to increase the

    player base and get more people to want to play the game. This means trying to

    target players who had not played Borderlands 1. Maybe they were players who

    typically don't play first person shooters. What can we do to try to make the

    game more interesting and inviting to these new players? Making the world more

    colorful, more interesting and more interactive was a start, but there were

    other things that we could do as well, like making the game simpler (less

    confusing) for new players.

    Back at the end of 2011, Gearbox updated

    Borderlands 1 on the PC to add a method where we could collect real-time data

    from players as they played the game. This was called "BTest". Remember

    that?

    http://kotaku.com/5835202/new-border...dds-steamworks

    BTest

    ran for several months gathering data from players who were new to the game, and

    from players who had reached the level cap and had been playing the game since

    the day it was released. So we got a pretty wide sampling of data from how

    various types of players (both casual and hard-core) played the game. We

    collected information about what types of weapons were used, how often each type

    of enemy was killed, how many times players died, and even how many total

    bullets were fired. There are some interesting charts and stats on the old

    "Gearbox Labs" webpage...

    http://labs.gearboxsoftware.com/

    From the information

    that was gathered, we were able to get a better picture of how the average

    player played the game. We knew how many players had reached the level cap and

    how many had not. We knew which player class was being used the most. We knew

    which skills in the skill tree had more points invested in it. We knew what

    items people carried in thier backpacks and what items they used the

    most.

    When developing Borderlands 2, we also did focus

    testing...

    http://www.gearboxsoftware.com/focus

    We did lots and

    lots and lots of focus testing. As features were added to the game, we brought

    in people to try things out and get their opinions on the game. We had people

    who had played hundreds of hours of Borderlands 1 and we had people who had

    never played Borderlands before. We would explain to them what they were going

    to play and then let them play the game for a few hours. After that, we would

    have them take a brief survey and give us feedback on what they liked or didn't

    like about the game that they played. All of the information collected from play

    testers was passed along to the design team. This feedback was used to make

    adjustments to the game. Make things harder, make things easier, make things

    that were difficult to understand a little more clear to the player so that they

    knew what they were supposed to do.

    "Okay, that's great and all, but what

    does that have to do with the size of the backpack?" I'm getting to that. Like I

    said, it's important for you to understand where some of the decisions came

    from. It wasn't just some random number someone pulled from a hat. There were

    many factors that went into the decision.

    When a feature is added to the

    game, there is some design discussion that happends first to decide how that

    feature should work, but many of the details like "How big?", "How fast?", "How

    often?", etc. are left out because we don't always know what is going to work

    the best. Sometimes big things should move slowly but sometimes big things that

    move fast are "better". I put "better" in quotes here because what is "better"

    is often chosen by a designer based on feedback from as many people as possible.

    Some people want things slower, some people want things faster. So you try to

    find a compromise that makes as many people as happy as possible. You try to

    maximize the satisfaction of that feature.

    One of the things that people

    complained about (and still do complain about) is that it can be difficult and

    tedious to compare the stats of an item in the world with all of the stuff in

    your backpack. We included the little up/down arrows in the item card displayed

    for that item to help you determine if something is better or worse, but this

    only compares against the item in your hand or currently equipped on your body

    (for shields, class mods, and grenade mods). There have been some suggestions on

    how to improve this and make it better, but each of them had some limitations

    and we had a limited amount of development time so we were unable to implement

    each of these suggestiongs and try them out.

    The more items you have in

    your backpack the more overwhelming it becomes (especially to new players) to

    decide whether you should pick up something or not. Some of the more hard-core

    players can keep the stats of every item in their backpack in their head all the

    time and comparing items is a breeze, but most players don't posses this skill

    and have to manually go through items one-by-one.

    Another issue that the

    UI guys were concerned about is how to present and sort a large number of items

    in your backpack. The UI team wanted the "in world" UI (where you see a map of

    the world, your missions, your inventory, etc.) to be as efficient as possible,

    present the most important information quickly and allow the player to easily

    see the information that they needed. The player should be able to get in to the

    UI, find out what they want and quickly return to the game. Ideally, the player

    spends more time in the world playing the game than they do sitting in the UI

    sorting through items and having to shift things up and down to find the

    information they want. The more items you have in your backpack, the longer it

    takes to sort them by type or manufacturer and the more scrolling up and down

    you have to do to compare stats of something in the world with something in your

    inventory.

    Something that I've seen over and over is people saying that

    Borderlands is a game about collecting loot. But it's not. The problem with that

    statement is the word "collecting". "Collecting" implies that you find something

    and keep it, forever. This is what a lot of people want the game to be, but it's

    not the way the game was designed. The game, as the designers designed it, is a

    game about finding something better than what you currently have. It's growth

    through discovery. You play the game, you find something better than what you

    have, you pick up the new item and you discard the old item (either by selling

    it, dropping it on the ground, or giving it to someone else). Why would you want

    to keep something that isn't as good as something you just found? I'm willing to

    bet that there are very few players who kept the first gun they were given at

    the very beginning of the game ("My First Gun"), carried it all the way to the

    end of the game, and used that gun alone to defeat Handsome Jack.

    I think

    many people WANT Borderlands to be a game about collecting loot, storing it away

    in a Trophy room, and being able to show off that loot to their friends, but

    this is not the game that Borderlands was designed to be. Some people may want

    Borderlands to be a sleath game, like Splinter Cell, where the player can sneak

    up behind enemies, and stab them in the back to kill them. Splinter Cell is a

    fine game, but Borderlands is not Splinter Cell. Borderlands wasn't designed as

    a stealth game and trying to play Borderlands as though it were a stealth game

    will only lead to dissapointment and frustration. Trying to play Borderlands as

    though it were a game about collecting and storing trophies will probably also

    lead to dissapointment. We aren't trying to force you into playing the game in

    any certain way, but you are trying to do something that the game wasn't

    designed to do.

    Sometimes people will pick up an item, try it out

    briefly, then stick it in their backpack and never use it again until they

    eventually sell it when they find something better. I think maybe people think

    "Oh, this isn't as good as something else that I've already got, but I might

    need it at some point in the future, so I'll hang on to it just in case". I can

    see doing this for different elemental type weapons. Maybe you want to keep one

    corrosive shotgun, one fire shotgun, one shock shotgun, and one slag shotgun so

    that you will have them if you need them. It is nice to have a variety of weapon

    types with different elemental effects so that you can use them against the

    enemies that they work the best on. That's the reason that you have as many

    backpack slots as you do. But I don't see the need to carry 10 different

    corrosive shotguns in your backpack at the same time since one or two of them

    will probably be substantially better than the rest of them. Having things in

    your backpack that you never really use is just wasting slots and increases the

    time it takes to compare new items that you found with items in your

    inventory.

    So, here's how the number of slots in your backpack came

    about. Designers felt that the number of backpack slots in Borderlands 1 made it

    more difficult for new players to decide if a new item was better or worse than

    things the player already had. UI designers were concered about not being able

    to sort and display a large number of item in an efficient manner in the UI

    (this becomes even more of an issue in split-screen on consoles). BTest stats

    indicated that people tend to carry around weapons that weren't used much.

    Borderlands is not a game about collecting a large number of items and keeping

    them forever. The size of the backpack was reduced and when play testers felt

    that it was too small, the size was increased. More play testing was done by

    focus testers and developers and the size was tweaked accordingly. Designers and

    developers were happy with the size of the backpack at the time that the game

    shipped.

    The size of the bank was set using similar criteria, but one of

    the design decisions (despite things said by Randy early on) was that the bank

    was only supposed to hold weapons that were "super special and rare" to the

    player. The bank should only hold the "best of the best" items that you've found

    while playing the game.

    Claptrap's secret stash was added as a way for

    players to exchange loot between different player characters that they had

    created. This allowed you to pass a special weapon "down" from one character to

    another. The stash is as small as it is because designers didn't want players to

    use it to pass the entire inventory of one character to another character. They

    wanted each new character to spend time playing through the game, exploring and

    finding new loot on their own, and not just getting "hand me downs" from a

    previous character. Again, I think this is not the way that some people want to

    play the game, but it is the way that the game was designed. You can agree or

    disagree with that decision, but designers are happy with things the way they

    are.

    All of this is not to say that these things will never change in the

    future. With DLC and updates we can changes these but I do not know if, or when,

    that might happen.

    Whew!
    [​IMG]
Thema:

More network storage

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