Q:
This is a summary of relatively simple QoL improvements to inventory and banking that I’ve wanted since Oct. 2012. Post-launch features mentioned below have agreed with my past self. I wanted those features before they were released. It can be polished further.
- Salvage kits need a “Use on all {rarity}” option, to cope with the insane amounts of Fine and Masterwork items we receive.
http://i.imgur.com/8hOBc8M.png
The recent improvements to WvW loot drop frequency has made this need truly annoying. We want rewards, but receiving loot clashes with the intent of entering WvW combat. We open and rapidly scroll and click to salvage junk while auto-running between fights, and this is annoying.
Inventory Wars 2.
- You’re losing sales. Shared Inventory Slots are too expensive.
http://i.imgur.com/6v80bLx.png
Account-binding of items is far more common than the reasonable number of account inventory slots a person will buy. I can buy 13 at that price. $120 USD to buy the gems in-game for the purpose (8,000 & 1,600; 500 remaining). That is a year of subscription to an MMO that charges for access.
I believe that you are losing sales here, and I know that mine is one of those.
You should be selling account-bound bag slots.
Shared Inventory Bag Slots should be a paid convenience, not a luxury.
- Common container items need the “Consume All” context menu option that Essence of Luck already has.
http://i.imgur.com/FXBB41M.png
All such container items, whether box or bag or pouch, are frankly insulting to double-click at the rate that they are dropped.
- Common salvage items need “Salvage all with {salvage kit}”.
http://i.imgur.com/02Llf0x.png
The feature would use salvage kits from inventory, listing the kits that are present in inventory.
These items are the same insult as never-ending containers. It’s a game reward that’s gated behind a Pavlovian labor. It’s not an amusing dice roll game of chance.
- Nourishment is a special case item that deserves in-game support as if it were an equipped item.
http://i.imgur.com/DQcMRcJ.png
We use these as equipment, for character stats modifiers. They should remain present in inventory, filling a slot there. However, they should also have a slot on the Hero panel— http://i.imgur.com/T16Ycyf.png —where the utility and food for a player’s build is slotted and therefore automatically consumed as needed.
This removes a reason to open inventory during gameplay and removes a distraction from the gameplay. The inventory and the distraction are not improving or adding difficulty per se to the gameplay. They are adding annoyance.
With that improvement in place, the player agency in choice of nourishments for their character build will remain intact.
Feast items would still work, replacing the active nourishment effect for the duration of the feast’s effect.
- The gear icon in Inventory panel should be present in the inventory pane on the Account Vault panel.
http://i.imgur.com/BENaOWH.jpg
The need to open both panels defeats the purpose of having an inventory pane on account vault.
- Bank tabs need to be movable.
http://i.imgur.com/ySBRH1h.png
This week I bought my 13th bank tab. The new bank tab was added to the bottom of that list, but it wouldn’t have mattered where it came in. These need to be movable so that we can reorder the bank tabs as we wish after having previously filled bank tabs with items. Priorities change, and top of the list is priority one.
- Double-click on inventory item needs filtered sorting to player-chosen bank tab.
http://i.imgur.com/603MXc1.jpg
http://i.imgur.com/dNwZ1iW.jpg
When I double-click an item on the inventory pane of account vault, it will move to the first available slot in my bank. That is useful if I know that the item has an unfilled stack in the bank.
That is useless otherwise. We sort our banks. We spend time doing that. Help us spend less time doing that.
The bank deserves a filter for items at the bank tab level. Graphically it is the bank tab, as a row (because of the space between bank tabs) that we use to visually remember where our stuff is.
A filter would work by adding a right-click choice here— http://i.imgur.com/s5Iqg3p.png —to that same item type in that item’s current bank tab. The bank tab would report that state in graphic and text in it’s header under “Filtered” or “Prefers” or the like.
Items double-clicked from inventory would still enter the first available slot, but would first check for that player choice.
- Soulbound need further audit.
http://i.imgur.com/ppwr4pL.png
That example is a karma purchased item made soulbound. Drop items can still be a problem here when the item drop action is bound to a character action.
Purchased items (regardless of currency) should never be soulbound. The purchase is a player decision. It isn’t necessarily an in-character choice.
Soulbinding of drops is a harder problem, but I think that “Soulbound on equip” is the most you should do there. If an item is not equipment then it isn’t made intrinsic to the character. The character hasn’t soiled it.
- Guild bank tabs are nearly 4 years out of sync with account vault, and that’s just wrong.
http://i.imgur.com/sNCqReF.jpg
This is one example of it. If I double-click that Chocolate Banana, I will consume it. I have to learn that by doing it. The behavior on Account Vault is different, but they should be the same: using the personal bank behavior.
The guild bank UI is buggy and slowly responsive in ways that aren’t present in the account vault, but have always been present in guild bank.
Please unify that code where relevant.
RvR isn’t “endgame”, it’s the only game. Cu in CU.
(edited by Virtute.8251)