Magic Pockets is literally a 1:1 carryover from DOS:2. It was called the same thing there too, and worked exactly the same way. I don't expect that to change on a mechanical level, because I suspect it's intrinsically tied to what Tuco calls the 'toilet chain' system, and both are systems largely designed for multiplayer functionality above all else. The system makes complete sense when you look at it from a multiplayer standpoint, but it's absolutely awful from a single player standpoint. I feel like a lot of current UI/control design only really make sense if things are being internally tested mostly in multiplayer sessions rather than single player.

Honestly, the entire party might as well have a shared inventory for single player if magic pockets is going to remain a thing. It would at least be an improvement in that we wouldn't have to poke around everyone's inventories trying to remember who we gave that one specific item to. But I don't think the game has any way to differentiate between a single player or a multi-player session, especially when other players can hop in and out of any session at will right now and differentiating them brings a whole other set of assumed downsides that might not be worth the trouble.

Last edited by Saito Hikari; 16/08/21 09:39 AM.