@GamerSeuss said in Simple Request/Suggestions:
This has been asked for numerous times, possibly after Launch I expect.
Then that's good.
The more people that want it; the higher chance of it being considered and possibly added at some point.
I've never ever had the unseen decimal problem.
As to the pay from the bank issue, like with markets, others can deposit into someone's account, but not withdraw anything...that is how banks/moneylenders worked in medieval times. You couldn't pay for things out of your coffers, but you could make arrangements to receive payments directly into them...the game handles this well.
As to Weight of gold being ignored in paying harbor fees, I could get behind that, specifically, only to save from having to go back and forth from the bank 2 or 3 times get figure out your travel funds.
The unseen decimal problem is when you have the exact amount of gold within your inventory that the harbor is requesting you to pay as the travel fee; however, nothing happens when you click 'Travel' because the travel fee it is requesting you to pay is actually more than what you have in your inventory. (i.e., Travel fee is shown as 1000g, and you have 1000g in your inventory, but it is actually 1,000.4g.)
I'm fine with any of the three options—or really any other option like the suggestion I saw someone make about bank checks (similarly to the way U.O. did it)—as long as the weight of gold is not being calculated.
A bit much for a tooltip, so I understand why they wouldn't want to do this!
It's not a bit much. At the moment, there is no information about any boon, any malady, any attribute, nor any statistic that is derived from an attribute in the game, and we have to refer to a wiki for basic knowledge about what an attribute does and provides and what the statistics (i.e., Fortitude under Constitution) provides.
I'm sure they can find some way to simplify the information to prevent the tooltips from becoming too large like they did for the ability tooltips.
This may not be something doable. In order to keep LMB as possible for interaction with UI elements, they may need to 'stop' drag function when hover-over is achieved and the code around might not be worth the small benefit.
It's possible in other games; it can be made possible here.
If the LMB (the player) needs to interact with their U.I elements, they simply need to let go of LMB then click on whichever U.I. element they need at that moment then resume holding LMB to move.
U.I. elements should not interrupt movement, and this is one of the first few games—probably the only game since I can't remember any other—with this issue.
Interesting thought, but there are quite a few other crafts, like cooking/fishing that I think are more a priority.
That's fine, I'm in no hurry to have anything I suggested to be implemented as soon as possible (nor did I say as much).
Other things having higher priority doesn't mean new things can be suggested. They can co-exist on a list.
Again, don't use in-game chat (the font is too small for me to easily read and play at the same time)
I agree that the font is rather small, and they could remedy that with a setting for font size but I imagine more customization of the U.I. will come later in time—hopefully.
Inventory isn't really big enough for this to be major. Autostacking might be nice though.
I'm also referring to storage units when I say 'Inventory', and being able to filter and sort all forms of inventory would make inventory management easier to deal with since I often find myself having to reorganize my own inventory often and chests in the city my character lives in.
May not be worth the extra code it would take...movable/dockable UIs can be a mess to code.
Right now? Yes, it would be a mess since they have other things to worry about creating and fixing.
In the future? There would be more opportunities to make such a thing possible as it is already possible for certain windows we can open. Also, let's... please leave the assessment on rather something that needs creation then implementation would be difficult/a mess/troublesome/(un)doable to the actual developers.