I like the ideas/feedback guys - editing my OP!

Originally Posted by Lynma
Originally Posted by Mikus
--Left-clicking (rather than left-clicking-and-holding/dragging) on an inventory item should allow you to pick it up - this would enable easier inventory sorting

Not agree with that, the left click is usefull for item you can left click, potions, scrolls, identify lens, picklock, etc..


Actually, to use potions, scrolls, etc., you right-click, so it wouldn't be a conflict.

Originally Posted by Lynma
Originally Posted by Mikus
--A key ring should be added to store all keys within a single inventory grid slot

Agree with that, but there's an issue, how do you do if you want to give a particular key to your companion that has a door to open at the north of the map, and you need to go open a chest at the south ? Key ring would be usefull, but would make us lose some freedom. Why not an extra tab instead where all the keys would go, and that won't appear on the "all" tab, only in this particular one ?


Good point - I was thinking to treat the key ring like an "openable" container, so you could still access/move individual keys from within the key ring, while still limiting the key clutter to only one grid slot in the main inventory screen.

Originally Posted by Lynma
Originally Posted by Mikus
--All items in merchants' trading inventory should already be identified - or when not, should allow the player to attempt to identify the merchants' unidentified items without having to purchase them first

Agree with that, but only at the merchants able to identify items. Some merchants can't identify, and I like the fact they sometimes don't really know what they are selling.


Another good point.

Originally Posted by Lynma
I would add to this list a way to "lock/unlock" the chat log, so you can't move it when you try to move to the bottom right of your screen.


+1.

Originally Posted by Hassat Hunter
* This is, infact, possible already. Sadly you need to hold left mouse while scrolling, not the most intuitive way.


EDIT: OK, that does work; I've removed this from the OP - the issue I was having was trying to scroll down to a "new" inventory grid row (below the 5 rows initially visible) when there was nothing yet placed in those lower rows, if that makes sense. But right, the requirement to hold the button is really my nitpick. It seems unnecessary, since simple left-clicking isn't reserved for any other function within the inventory AFAIK (you right-click to use an item).

Originally Posted by Hassat Hunter
* While nice, I disagree with it from a balance standpoint.


Right, it definitely wouldn't be for everyone - just lazy people like me. wink

Originally Posted by Hassat Hunter
* I think this would be unnecessary clutter. The current system works fine as is. Tooltips do display sources of bonusses.


Yeah, I can see that viewpoint. More of a personal preference I guess.

Originally Posted by Hassat Hunter
* That's simply a bug. It also happens sometimes ingame without loading due to a questupdate


Good to know!

Originally Posted by Hassat Hunter
* ?


Maybe my edit will make more sense - I meant expanding the number of inventory grid slots viewable on screen at once.

Originally Posted by Hassat Hunter
* Items that are owned have an orange hand/door icon hovering over them, compared to white if 'free-for-all'; already implented thus.


Derp, now I get it. Thanks!

Last edited by Mikus; 04/04/14 11:04 PM. Reason: scrolling the inventory with an item "held" does work