Having only the ability to right click to split a stack makes it a pain now to transfer exact amounts to benches, or any container. What was wrong with the old method? Am I missing something here? This just seems like a downgrade from having the ability to specify and exact amount.
I just came back from playing a lot of Palworld recently and it only has this right click to split stacks method (or left clicking for a single item from a stack) and it was awful in comparison. The whole time I was playing it I was like âMan I wish it had Conanâs exact splitting system.â And now thatâs gone. Massive L.
I have heard from some people who never used custom split before (most of them did not know it existed), but I have heard from no one who thinks the new splitting is an improvement.
I dont mind the split button, I hate the removal of shift drag and shift-enter drag options though, that is ridiculous. The game could have both methods.
When the beta for Chapter 4 came out, players told Funcom that this was a bad idea to remove custom splitting.
Funcom assured the player base that they âread your feedback.â
Funcom assured the player base that they donât make changes in the game without good reason.
The removal of the custom splitting remained.
Therefore, since Funcom was told, and Funcom reads all player feedback, and Funcom kept the custom splitting out of the game, the only conclusion is that it was done deliberately.
Or put simply, Funcom decided you donât need custom splitting in the game. This change is good for you. After all, they donât make changes to their game without good reason. They said so.
@Bodin Yeah I had just read an older thread that mimics what you just said. Yeah this is a big Funcom L in my eyes. Whatever Iâm just not going to bother playing until it hopefully gets reverted.
Well I find the right click splitting kinda usefull and quick from time to time, but sometimes one just needs to/wants to pick exact amount of any resource or item, and this option should be involved there - even with this new system, or as something a player can set in controlls.
Terrible decision and a real regression in the UI usability. Previously I could select the exact materials I needed for something by typing in the amount. Now I have to right click on stacks repeatedly to get some approximation of what I need. Is this some idea of âconsole users canât do it, so take it away from PC users as wellâ ? Please reverse this awful decision at the soonest opportunity.
Yeah I mean programmatically I totally understand wanting to merge the two to remove code differences, Iâm a developer for my job so I get that. But sometimes thatâs simply the wrong decision, as it is in this case.
IKR. For people who are strictly PC players things like this feel unbelievably clumsy. We use PC, keyboard and mouse for a reasons, thatâs why we prefer PC to consoles. And now we have to make peace with our favourite game having console controls for which no one asked.
I already managed to get used to the interface, but I still find it clumsy, slow and downgraded compared to the previous one.
I am not a fan. This change is a huge step backwards. I have 1,000 bark and need to put 145 on one of my benches. I shouldnât have to fight with the interface to put 145 bark on a bench so I can make the 725 oil I need.
I think people often overestimate how quickly Funcom can change things, completely disregarding how development actually works.
Patches have to go through certification for consoles. While PC does not need to, Funcom has made it clear that they want all systems to be on the same game version except in the case of an emergency. Certification can take quite some time, perhaps a week or two. This means no new additions to a patch up to two weeks before it goes live.
Devs have priorities. They will not drop everything they are working on to change something else unless it is a major issue (and your idea of a major issue may not be the same as theirs).
They do not undo something immediately just because they got some negative feedback on it. They need to collect the feedback and consider if it is valid, how hard it would be to change, how would this change affect the game, etc. If it isnât a bug, then donât expect them to change it without taking some time to analyze if the change is needed.
The game versions the devs are working on do not match what we have and may not even match what other devs have. This is why sometimes bugs that are fixed get broken again in the very next patch, and it also slows down how quickly a change can get into the live game.
It is my opinion that we will eventually get custom splitting back, but I do not expect it soon. Probably not in the mid-April hotfix. Possibly not until the next Age release.
Yeah, it is going to suck going for three months without it, but this isnât Funcom being malicious, it is just game development.
I just cant fathom the logic behind this new inventory system and why it was seen as an improvement over the previous version.
On console, until today, you have always been able to custom split, take all and split stack in half. Now we can only take all and split in half. How is that an improvement?
Sorry to disagree.
The Feedback regarding the splitting was very negative during the testlive phase and nothing changed.
Why do testlive, if you are not willing to react on (in this case) strong feedback from the player base?