Of all the...
Why would you even need to use food or potions while mounted? That's an odd QoL to pick.
Of all the...
Why would you even need to use food or potions while mounted? That's an odd QoL to pick.
You can at least press Up in the chat entry box to repeat previous messages.I actually had a brilliant (in my mind) QoL idea yesterday. For quests that involve an emote (such as Vundu dancing, beckon, etc) have a small clickable emote icon next to the quest status, just like is done for usable quest items. Extra credit if you make it so the ones that involve 'say' automatically have the correct text so I don't have to type "Uhm Ala" and "Free Moogle Nuts" a million times.
Looking forward to both changes! I assume the traps will be in another color or maybe get redesigned completely since I think a simple symbol on the floor isn't really enough to deter players from stepping on it.
It's also tough seeing them in the lava cave section of the Palace since it blends in pretty well with the floor and sometimes the trap symbols will show up on uneven ground so they get obscured.
Looking at a recent post on the FFXIV subreddit, it seems plenty of people are making the assumption that there is an additional 50 slots for key items and that these should be used for normal items. I don't believe this is actually true, and that these spaces (visible only when using the expanded inventory UI) aren't actually usable but rather exist for the sake of UI consistency.
If this is the case, and those spaces are just graphical, can they be made to look different to the 25 slots that are used by key items? It would go a way to helping players understand the way that the inventory works. It's also a little frustrating to explain this kind of thing to every person who has yet to realise this.
I'd thought that was the case too, until I tried it and took quests that gave me 26 key items. It turns out the regular (25 slots per page) key items interface extends to multiple pages when needed. Normally, it just has a "1" button at the top for the first page (which I'd thought seemed a little redundant since there usually is only 1 page there). But if you get more key items than will fit on a page, it expands to a second page and has "1" and "2" buttons at the top. So I'm guessing it could also extend on to a third page if someone actually managed to get more than 50 key items at a time, so needed a third page.it seems plenty of people are making the assumption that there is an additional 50 slots for key items and that these should be used for normal items. I don't believe this is actually true, and that these spaces (visible only when using the expanded inventory UI) aren't actually usable but rather exist for the sake of UI consistency.
the option to turn off display fc buffs
I think this too is slightly beside the point. How I think the quest item inventory works is more like, there is no empty slots to be had, and we actually can have as many key items as we need, at all times. Just since their nature is somewhat limited, their actual amount always stays in check. In that sense, all empty key item slots we have are just graphical. I'd also wager the space needed for saving key items is already much smaller. Unlike the space allocated to inventory item where every item slot potentially have stack size, dye, repair condition, soulbound amount, melds, glamour and inventory position (can't rearrange key items) to be accounted for, key items don't have need for any of those (or maybe for stack size) and naturally the space allocated for them is already smaller for that. Even if we had some amount of space dedicated to them at all times, it might amount to only fraction of inventory slots.
If you say 'pls' because it's shorter than 'please', I say 'no' because it's shorter than 'yes'.
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