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* Ability to sort inventory items alphabetically, by type of item, by value and/or by weight
* Add a Junk category in the inventory filters
* Alchemy Recipes sorted into categories (potion, bomb, oil, etc.)
* Separate Voices Volume Control
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Dansgaming: * Ability to sort inventory items alphabetically, by type of item, by value and/or by weight
* Add a Junk category in the inventory filters
* Alchemy Recipes sorted into categories (potion, bomb, oil, etc.)
* Separate Voices Volume Control
garalt able to sell formulae and still make them

my blocking suggestion >.> <.<
*ability to front flip over opponents so you don't get surrounded
*a more pc friendly inventory system
*better control/sound options
*the old iorveth/kingslayer voices :D
Ability to see if you already own a formula/design/book when browsing a shop. Or, really, if you already own any item you see in the shop. :p But, those crafting and monster hunting related items are the ones that need this feature (back, I might say, since the first game had this feature).

Any kind of sorting feature. It's so strange to see all the work they did with the EE of the first game when it came to the inventory, and then seemingly forgetting all of that when they designed the inventory for this game.

More audio options. You know, the basics. Music, effects, voices.

A Junk tab. I honestly stopped bothering to sell junk, as I grew tired of having to scroll through the All Items tab.

A fixed minimap to the North (or just an indicator), so I don't have to keep opening my main map to orient myself to my minimap.

Let us use potions without meditating.

That last one is a questionable design choice, as they obviously have their reasons for why they implemented potions the way they did, even if I probably disagree, but I'd like to think all the previous things I'd like to see implemented in a patch are "obvious" since they're all pretty much available in the first game and don't impact combat directly.
combat revamp (not a huge one but one that pleased everyone)

HARDWARE MOUSE
I second all these suggestions. Keep this thread bumped!
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cloud8521:
HARDWARE MOUSE
Oh gods. I forgot that one. 99% of the time software mouse was fine as my rig handled the game very nicely, but that 1% when I suddenly was forced to deal with the fact that the damn mouse is software emulated...GAH. :p

I assume the community will put out a combat revamp in time, much like they did for the first game.
I really hope they do improve the inventory. I want to make use of all the crafting options and such but the current system seems to be trying it's best to discourage me from that.
Whenever I open my inventory or go to make an item it suddenly feels like I am playing a poorly ported console game.
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cloud8521:
HARDWARE MOUSE
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revial: Oh gods. I forgot that one. 99% of the time software mouse was fine as my rig handled the game very nicely, but that 1% when I suddenly was forced to deal with the fact that the damn mouse is software emulated...GAH. :p

I assume the community will put out a combat revamp in time, much like they did for the first game.
hopeful it keeps the core elements, as those are awesome!
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revial: Let us use potions without meditating.

That last one is a questionable design choice, as they obviously have their reasons for why they implemented potions the way they did, even if I probably disagree, but I'd like to think all the previous things I'd like to see implemented in a patch are "obvious" since they're all pretty much available in the first game and don't impact combat directly.
This is way too big a change for a patch, it would change the game so, so much. That would more be something to say you want in a sequel. Personally I like how you can only drink before a fight... I'm kind of tired of all the action RPGs that are basically just about potion spamming.

My two big patch desires:

- Permanent "always walk" toggle since capslock resets constantly.
- Dialog volume separate.
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revial: Let us use potions without meditating.

That last one is a questionable design choice, as they obviously have their reasons for why they implemented potions the way they did, even if I probably disagree, but I'd like to think all the previous things I'd like to see implemented in a patch are "obvious" since they're all pretty much available in the first game and don't impact combat directly.
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StingingVelvet: This is way too big a change for a patch, it would change the game so, so much. That would more be something to say you want in a sequel. Personally I like how you can only drink before a fight... I'm kind of tired of all the action RPGs that are basically just about potion spamming.

My two big patch desires:

- Permanent "always walk" toggle since capslock resets constantly.
- Dialog volume separate.
Toxicity meant you couldn't potion spam. The suggestion has nothing to do with wanting to potion spam, and everything to do with being able to use potions proactively, rather than wait till you died to tell yourself, "oh shit, I should use potion X".

That said, I acknowledged that was an unlikely change, as that affects combat balance and all that.
Fix the grid like shadows a lot of users are experiencing.
More sound options.
Fix some sound bugs.
More ways to customize controls.
A quick load button? (I don't know if there is one, it isn't in the binds and it isn't the standard F9, yet the manual says there is a quick load button)
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revial: Toxicity meant you couldn't potion spam. The suggestion has nothing to do with wanting to potion spam, and everything to do with being able to use potions proactively, rather than wait till you died to tell yourself, "oh shit, I should use potion X".
Good point on toxicity. Still, it's not very realistic to drink potions during a fast-paced fight. The rebuttal to that will surely be "fun over realism" but honestly my core point is that I think this system is more fun, because it's about planning.

Though honestly all I use is swallow anyway.
16x10 and 4:3( for the others who are suffering) resolutions so the game isn't in letterbox anymore for us.
I agree with all those previous points and add this one:

- FPS optimizations
- an indicator if you've read a book or own a formula (or better yet, on loot you learn the formula and then you can sell it.) A mark will show in a vendor if you already have something learned like a plan or formula or w/e.
- modify the weight limits for items. I find it's way too easy to go over 300 pounds. Make alchemy ingredients and anything that is a "piece of paper" weightless. Cut some of the crafting material weights, and some of the armor/weapon weights.
- storage for items if you wont do the previous point. Something that works across acts.