we are playing inventory managment

Porting 3–4 times per map is simply bad game design. Remove the odd sizes already, and redo how items land in your inventory when looting.

Why does every item need an icon that you carry around? Or why not have some unlimited bag specifically for crafting items? This design feels frustrating to me—it's just too much fiddling around. That goes for everything in this game.

Centralize crafting and tampering systems: Have crafting, disenchanting, and anything else related to modifying items in one place. It's a waste of time to have one location to sell items, another to craft, and yet another to extract sockets. (Seriously, why are there three different places for the same small task, like selling a tiny bucket?)
This is supposed to be a next-gen game—don't revert to outdated, broken systems.
Last bumped on Jan 9, 2025, 7:48:47 AM
Don't port 3-4 times per map maybe?
It's a side issue to loot problems in general. You are led to believe you can craft so whites and blues MAY be worth picking up but you'll always also get a few yellows, which you may want to keep. So you either micromanage by teleporting or use loot filters (you still may end with more than you can carry). RIP console players as we don't have loot filters yet.

What I do is carry ID scrolls and identify some blues that may hold crafting promise. Also some yellows if I get many to know which ones to dump. Don't like teleporting in and out (until yesterday I had the issue of fog of war resetting when I did that so got into a habit of not doing it - reinstalling the game solved that problem).

Having said all that, I'd happily pay to double the size of my carry-on bag if that's how we must carry it.
They advertise it as next gen but it feels more like early 2000s. The quality of life in this game is comparable to dos games

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