QoL changes I'd like the devs to consider

Below are some updates to the game I feel would remove pain points to an already incredibly fun experience:

  • Teleport to any waypoint - it already feels a bit tedious to have to run a ways to get to a specific spot to farm mobs/resources or complete a bounty. I’m imagining this will feel less great as the game expands.

  • Select multiple bounties - I don’t fully understanding why challenges can be taken all at once, but bounties can only be taken one at a time. This feels especially not good when you get two bounties in the same area.

  • Embers added to the wallet - if Fallen Embers are supposed to be spent on the crucible, I think it’d make more sense for them to be added as a currency to our wallet rather than a resource to store and keep track of. If Fallen Embers are eventually meant to be crafted with, I don’t see there being conflict with it being in the wallet, as you could “spend” from the wallet for whatever the crafting would be.

  • Buy back form vendor - last night I accidentally sold a very good ring to a vendor and died a little on the inside when I realized I couldn’t buy it back. More people suffer from Sudden Incompetency Syndrome than you realize.

  • Add “Sort by Value” - if my inventory ever gets full in a crucible run, I always drop the least valuable item. Right now it feels tedious to hover over each item to see which costs the least.

  • Item comparison - this could even be toggleable by holding LT or something, but being able to compare between gear in the inventory vs. equipped would feel much better than needing to scroll over a bunch or equipping between the two items.

  • Rune transparency - there should be more transparency over what runes do, rather than just having the name on screen. This could be toggleable similar to the above suggestion.

  • Add a ring vendor - this one may not make sense as I don’t know the design philosophy behind rings. As for now (given their rarity) I’d like to see some kind of vendor to access rings. This could even be in the form of buying a ring at random - so rings could still maintain their rarity, but if you’re willing to gamble on it maybe you get a ring that suits your build or opens you up to a build you didn’t consider.

  • Remove gems from gear - this suggestion is not to remove the gem to get it back. I think being able to “delete” or overwrite a gem in existing gear would feel much better than needing to re-roll for a piece of gear with stats you’re looking for, then socket a gem again and hope it rolls high. The cost of “losing” a gem to a low roll already feels like it would be enough of an investment, given how infrequent they drop.

  • Add a gem vendor - I’d be a bit less concerned about the above point if we could buy gems. The recent update that increases gem drops has felt much better in allowing me to experiment more with gear, but my God in the last 20hrs of gameplay I haven’t found more than 3 emerald gems and I’m baby raging so hard about it.

  • Upgrade gems - given the naming convention of gems, I’m assuming we’ll have higher tier variants of what’s currently in the game. Just to get ahead of it, being able to crunch down gems into a higher tier (e.g. 2 tier 1 gems = tier 2; 2 tier 2 gems = tier 3; etc.) will feel great, especially if gem drops increase further.

  • Resource management - I think the inventory tabs feel somewhat manageable after getting some upgrades to the resource and consumables tab, but I think there are a few ways this could be improved. One would be a resource bank, whereby our resource tab has a “move all” button that moves all our resources to a bank (similar to Guild Wars 2, this would have “tabs” to denote the resource type). Another would be to allow for housing to unlock earlier, maybe when you first make it to Sacrament.

  • Craft without resources in inventory - currently it feels tedious to have to check a vendor for what the upgrade costs are for my gear, then run back to my house to grab the items I need, and back to the vendor for the upgrade. Yes, you could have the wiki up on a second monitor, but the more self-contained the game is, the better it feels imo. This change would also apply to upgrading buildings in Sacrament.

  • More map icon options for pinning - I admittedly pin way too much, so I’m not sure how beneficial this change would be to the broader audience, but I’m always down for more icons.

  • Respecing - having to re-level an alt to try a cool looking piece of gear is going to get old. I would very much like to try out the 42int staff I found to see if playing as a caster is something I’d find fun, but I’d need to start over given this dropped on my 42str character. I can kind of understand the argument against respecing, so this will be the one thing I’d see myself downloading a mod for.

  • Re-skinning armor - I did give a Guild Wars 2 example.

Anything I missed, or maybe a QoL point that doesn’t seem right?

2 Likes

I definitely could have used this yesterday lol

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  • Group stacks of items together - currently if you have two stacks of an item, cases can form where neither stack is maxed. This can occur if you make food after buying ingredients from a vendor, for example, and you end up with two stacks of herbs - one having 6 left and the other having 1 left.

  • Split food ingredients and crafting items into separate tabs - this seems like a no brainer and would be a massive QoL improvement

  • Expand community chest size - there’s really no reason for this to be limited at the moment.

  • Respec - x99999999

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Pretty much the same things i was suggesting in multiple posts all in one post… and a few great ideas i forgot to talk about too… i second this message

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The bounties restriction is also weird to me and I hope it gets fixed soon. This is probably the first game I’ve played where i didnt have a problem with chore work, but man does it feel like a chore to have to go back and forth for each bounty. Especially dailies where if I take too long, i can just completely miss out on whatever ones I haven’t done.

One change I’d like is a fading HUD option where it only appears when in combat or when stamina/Health is missing. It’s a pretty small non-issue, but it would make taking screenshots so much easier

Totally agree with breaking out food ingredients as it’s own inventory and adding an auto-stack button I kept wondering why I wasn’t cooking all my food at once, then later realized it’s because some of the ingredients were oddly stacked.

Agree on fading HUD. Sound design and visuals are already so crisp and captivating, allowing an option for the HUD to fade out when not in combat would only make the experience that much more enjoyable.