In the wards:
Having to go back and fourth between exchanging an item with them, then backing out and going to the other option is cumbersome.
Thanks.
In the wards:
Having to go back and fourth between exchanging an item with them, then backing out and going to the other option is cumbersome.
Thanks.
Agreed.
(b'.')b
Yes.
There is still a long way to go towards streamlining the UI and reducing extra clicks and unnecessary menus.
Thank you for posting your thread in the correct section.
This should have been done from day one.
Yes, please!
Absolutely.
I really don't know why they have two separate menus in the first place. It just doesn't seem like the most intuitive way to design it even if not much thought was put into it.
Still, I wish we could access all our retainers from the market ward entrance similarly to how we access the item finder. Basically, it'd be another step towards a convenient AH solution, so perhaps it'd make more sense to just scrap the retainers and give us an exchange/AH of some kind.
That, in my humble estimation, seems to be the pervasive feature of this game Frein. "Intuitive" design doesn't seem to have factored in anywhere and I can't for the life of me figure out why. I mean I'm not a programmer in any respect but, it would seem to me that, someone who is supposed to work for a large well established company in the field with years of cumulative experience (their own and that of the industry's as a whole) would know better at a cursory glance. How such a mess could have been made after what should have been a serious and in depth review/design/implementation process I'll never know.
It strikes me almost the same as someone with a PhD in mathematics totally screwing up a simple quadratic equation or a proof that someone in their first year of university would have been tasked with. It smacks of not knowing anything about your own discipline.
What is "intuitive" on one platform doesn't apply on another.
Compare Mac and Windows.
Compare Console and PC.