POLISH POINTS:
- when only holding a torch the character does not properly sprint-jump over gaps, the vertical fall is triggered way earlier than usual
- on naturally occurring elder whispers, the option ‘make an offer’ is sometimes shown after upgrading a unrelated minor whisper, it seems to fix itself after a session reset or a death
- the ‘dropped items’ interface has no keyboard key bound to ‘(Y) Loot All’
- on resource refining benches, the ‘take refined‘ text often shows the wrong key when on keyboard (the correct key still works properly)
- when using the ‘Mouse and WASD’ ‘Keyboard & Mouse’ scheme, the ‘R’ key is inaccessibly bound to parry, causing conflicts with any action that gets bound to said key (left shift also seems to be bound to something as it is impossible to loot items while sprinting when using said scheme, but i haven’t figured out to what action specifically yet)
- when loading through a non key press requiring passage the ‘walk towards cursor’ key release is never captured, and because of that the character keeps walking after loading the area, which depending on the position of the cursor sometimes causes the character to instantly walk back to and load the previous area
QOL REQUESTS:
- on the map, showing the whispers’ names on hover would help ease the learning of the fast travel spots names
- an option to make the target lock prioritize creatures closer to the cursor would be very valuable for when playing using a mouse, an option to not auto target lock after a targeted creature dies would also be very valuable, coupled they would make possible to target with high precision and context dependency (only for the attacks i deem necessary, against the creatures i deem necessary, etc)
- for keyboard, it could be more intuitive if the tab keys Q-E and 1-3 were switched, so 1-3 would be responsible for the upper tabs and Q-E for the lower ones
- when using mouse, the need to slightly increasing the frequency which you can scroll foods and consumables on each respective “key held hotbar” is felt, as even when scrolling at a reasonable pace every other input is ignored
- if feasible, slightly reducing the interval which you switch vendors’ ‘buy/sell/upgrade’ tabs would feel more responsible (the loading on vendors inventories and bounties/challenges in general feels rather slow)
- making the ‘shortcuts’ keys work inside the inventory to switch to their specific tabs, together with pressing them when already in said tab return from the inventory, could fill a intuitive gap and aid with menuing agility
- for keyboard, ‘TAB’ as the return key could be more ergonomic than ‘ESC’, as ‘SPACE’ is over ‘ENTER’
- if not contradictory to the design, being able to compare equipped items (as with the ‘F’ keyboard key when in the inventory) when buying equipment would be useful for comparing modifiers (enchantments/gems/runes), or at least having a easier access to the current equipment to circumvent the need to quit the vendor to check it
- a neutral dodge with less i-frames could be useful as a higher risk option that enables staying closer to the target (i felt the need bigger at the early game with paddle, as it has no cadence to hit back some creatures after a roll before said creature runs away after finishing the attack animation which we dodged, now at the late game the need is way smaller)