One, at times, annoying unintentional "feature" is how the "inspect character"/interact button is also tied to any interaction. I.E. you go to "loot" or "open a door" and you wind up accidentally interacting with the person next to/in front of you.
So it either takes you 5 times of walking around trying to change your perspective and not trade or inspect or put on ignore the player next to you OR you try angling at the sky in just such a way that you're still in front of the interactable door.
Why not change it to a "Loot/Open door" button and an "Interact" button? Then we can bind one of them to F (most likely open/loot) and one to any other key to inspect someone.
I'd be interested to know other players opinions on this.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
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Ignores players.
*addendum: It works perfectly, thanks. However I would say it should be a feature without keybinds. I wonder if it's possible though considering there are only so many buttons on console. It should be 2 different keybdinds in the options by default imho.
Though I agree with Tolkien, the grab loot/interact button mashup shouldn't require a "hack" (keybind), it should be more eloquently done in-game.
Frankly, I wish this game had an option for auto-loot, where I could turn on a feature in the config were I could set a quality threshold for drops and those that I run over go in my inventory (the way gold and lockboxes do now). I usually pick-up everything (unless teamed with people who want "fast runs"), and sort it later, so I'd set my quality to Common, but I could see people setting theirs higher.
Anyway, it would be a big QOL improvement.
e.g. when SH guard bug existed in serge event, I couldn't 'f' the guard but I could 'g' the guard.
> I have bind 'g' to it for a long time (I don't need 'g' for guild page). I also notice that 'f' and 'g' (my 'g') are not using the same mechanic. 'f' needs you to position it right and 'g' is in proximity.
> e.g. when SH guard bug existed in serge event, I couldn't 'f' the guard but I could 'g' the guard.
Now I know why all the guards in the Ember Legion Stronghold up and quit.
/bind key interactIncludeVolume
I didn't know it to post it here and complicate things, but this one can trigger a bit obscured/ placed wrongly triggers, like the guard back then with the vines.
edit: No toggle operator for this one ++
For other stuff that actually needs a toggle (ex. ++hardtargetlock), invoking the command without the toggle operator will instead report the status of the toggle (I like ++hardtargetlock $$ hardtargetlock for that reason).
> I have bind 'g' to it for a long time (I don't need 'g' for guild page). I also notice that 'f' and 'g' (my 'g') are not using the same mechanic. 'f' needs you to position it right and 'g' is in proximity.
> e.g. when SH guard bug existed in serge event, I couldn't 'f' the guard but I could 'g' the guard.
>
> That will be
>
> /bind key ++interactIncludeVolume
>
> I didn't know it to post it here and complicate things, but this one can trigger a bit obscured/ placed wrongly triggers, like the guard back then with the vines.
Janne, does that work on the patrol map boats in Port Nayanzaru? Those are a pain to interact with.
Some commands set to have an activation parameter, for example /walk 1 /walk 0
We can /bind key +walk
This is will pass /walk 1 on keydown and /walk 0 on up (Believe that it works on key down / up)
But because the command return the current value when we just /walk
it supports the toggling so /bind key ++walk
will take the reported value and pass the opposite to the command
Looks like /interact doesn't need the toggle. I've copied what Iv'e wrote down long ago, bit it works without and with it, thought it probably shouldn't