Game interface rough spots

I’ve been really enjoying playing Grim Dawn, just wanted to provide some feedback on a few rough spots with the interface - not just the GUI, but some of the way the game’s targeting works as well.

Ally mouse hover

  • [li]I’ve been playing an Occultist in a duo with a melee ally, and when I try to cast my curse on an area I often don’t directly target an enemy. Unfortunately, my ally is usually right in the middle where the enemies are going to gather - so I’ll sometimes have my mouse over him. When mousing over an ally, offensive skills won’t activate. Since there are no ally targeted direct abilities, the skills should either activate as if I was targeting the ground, or I’d like an option to disable mouse targeting over my allies.

[ul][li]Rings and amulets get lost in a mass of partially and fully completed components (And my completed components get lost in the mass of partial components). It would be really nice if partial and completed components could each get different borders that would make it easy to identify their item type at a glance.[/li]
[li]It can be very hard to tell which items I picked up since last I checked for if I want to wear them, it would be amazing if items that were new in my inventory since I last viewed that tab could have a highlight glow (That would fade when hovered over, to indicate it had been viewed)[/li]
[li]When swapping gear from the inventory with right click, if the new gear can fit in the same slot as the old gear (Matching top-left corner of the item) it would be nice if it swapped in place instead of the unequipped item being put into the first open spot of the inventory. This would be especially useful when I’m checking dps impact of armor or jewelry, since those don’t provide an estimate on hover.[/ul][/li]New targeting too grabby

  • [li][Edit]It was pointed out to me this behavior is probably intentional, and “move only” should be used to bypass my issue. I would personally still prefer to just be able to use left mouse, but I think it would need to be a third style of targeting if changed so that the two existing ones remain available.[/Edit] The new targeting system is neat for firing away and switching targets without lots of clicks, but when using a ranged weapon and trying to run it has a big problem - if I left click on the ground to start running away, then brush over an enemy, my character will immediately stop to shoot at that enemy. The new targeting system should note whether the click started as an enemy target or a ground target, and then not switch between the two – but switching between different enemy targets is great, when I mean to target an enemy initially.

Overall I’m very much enjoying the feel of the game, these are just some things that pop out to me as rough spots as I get more comfortable with everything.

New targeting too grabby
The new targeting system is neat for firing away and switching targets without lots of clicks, but when using a ranged weapon and trying to run it has a big problem - if I left click on the ground to start running away, then brush over an enemy, my character will immediately stop to shoot at that enemy. The new targeting system should note whether the click started as an enemy target or a ground target, and then not switch between the two – but switching between different enemy targets is great, when I mean to target an enemy initially.

There is a ‘move only’ command for that purpose.

I assume you keep the mouse pressed while moving, this constantly updates your target (you also do not walk to the spot you initially clicked on and then stop), so when your mouse is over an enemy it switches from ‘move’ to ‘attack’.

I would not want it any other way, 99.9% of the time that is exactly what I want to do. For the remainder, I move the mouse a bit to get ground as the target again. You could use the move button instead…

Bit unintuitive to me, but a move only command does work. In any case, that’s probably the least pressing of the issues since I can just change the targeting mode if I don’t like that behavior.

I just remembered a fourth thing that would be nice, I’ve edited it into the first post and rearranged them to be order of importance (to me).

I would like it if components would be totally fractional. Right now you might have 3 completed of a component and 3/4 of another of that same component. They take up two 1 x 1 spaces. The completed components take one 1 x 1 space whatever integer they are (e.g. 1 complete or 3 or 10). And then the fractional take another 1 x 1 space (e.g. 3/4 or 1/4 or 2/4). What I want is for everything to be fractional. So if you completed 20 emeralds and 2/3 of an emerald then it would not take up two 1 x 1 spaces rather you would have 62/3 emeralds and take up only one 1 x 1 spaces. When you apply a completed emerald to a piece of gear now you have 59/3 emeralds. You would lose the ability to apply fractional amounts when you have at least one complete, but who applies fractional amounts of things anyways? And this would at best cut your inventory squares used up from components in half. The only problem I imagine is if how the code is written too much change to the coding would be needed.

That would be a big help - and it could use the splitting functionality already available for things like Ancient Hearts for applying a partial component.

Speaking of components, I’ve recently been moving them all into my stash, and that’s taking forever - another rough spot on the interface that I’d love to see polished would be to enable right-click automatically moving items into/out of the Smuggler windows, for rapid inventory management.

Try shift-clicking. :smiley:

…yeah my duo partner just told me that after I commented. Whoops!

Thank you for the feedback :o