Merchant suggestions

  • Have a "sell all white", "sell all yellow", "sell all x" button so that you can easily clear your bags with 1-2-3 clicks instead of having to click every single item, which lags, requires double clicking, and frequently moves your character.
  • When moving items to the gem vendor to upgrade/unsocket a gem, don't remove it from equipped status or our bags, or better yet, allow us to take it from the vendor and directly equip it without it going to our bags (if your bag is full you have to drop something on the floor, take the item back from the vendor, then equip it then pick up the other item).
  • Reduce the cost of unsocketing or remove it entirely... Why should we have to pay 500g to remove a 26g gem from a piece of armor worth 50g? It's rediculous, if it's say 10-20% of the gem value that'd be fine, but free is better, so that we can re-use our gems without going bankrupt.
  • Separate the items by class/power etc... or only show 'equippable/usable' (maybe as an option) so that you don't have to mouseover every single item and find out if it's something you can even use.
  • Provide your gold and 2nd currency values somewhere outside of the individual vendor windows, so that you don't have to go to a specific vendor to find out how much you have, especially when your character panel has a purchase cost for resetting stats/passives (that's a bit extreme to say the least), and you can't see how much you have of those currencies.

Replies: 1

Created: 4 years, 2 months ago

Category: Feedback & Suggestions

Most of this I very much agree with and have had the same thoughts while playing myself, but point 4 makes no sense in a freeform-character-development game like Wolcen; the only thing that can make you unable to equip an item is being too low-level for it, and there is no class system nor are the different item types only meant to be used by certain character archetypes anyway.

My spell-using, Aether-damage and force shield "mage" character still uses plenty of the Rogue, Bruiser and Heavy armors and can use either a staff or a dagger/sword/mace/axe/pistol+catalyst depending on which gives better stats overall, which varies depending on what I happen to find; the inherent attributes on items are essentially meaningless compared to their random bonuses, and separating them would not only not be useful, it would be harmful in that it would confuse and mislead players who may not know all that.

But again, everything else I wholeheartedly agree with, these are some very basic almost mandatory QoL things in a game from 2020.

(Edited 4 years, 2 months ago)

Created: 4 years, 2 months ago

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