As a bit of personal therapy and I thought maybe it could be interesting - even useful, I would post tiny irritations as they occur to me that seem unnecessary in terms of game-play and immersion and would be easy to fix but would make a significant difference to enjoyment. As they occur to me I thought I would add to them to a list, but I would love it if others chipped in, maybe put me straight if the gripe/feature is necessary or adds value, and posts up their own non contentious foibles. I mean really basic stuff, not whether we scrap the overworld map! - The time it takes to eat food. Why does that bar have to creep up so slowly? what purpose does it serve grrr! Couldn't it easily be twice as quick and nothing lost? - Hide locked inventory items! I like that I can lock them so that I don't accidentally scrap or sell them, so why can't I hide them? - Lock items to bags! Especially for clothing outfits. How about we can put them in a 'dance party' or 'ranged combat' bag and lock them to the bag? At the moment when you change outfits they all spill out again into the main inventory and if they are locked, they fill up the entire first page or two before you get to the items you're interested in.. - Optional tick box to load map as part of scene load. I find the 10 second screen lock up after I enter a Scene and load the map to be immersion breaking and annoying. Personally I would rather wait a few seconds longer for the scene to load if the scene opened with a functional map loaded. - Getting stuck on stairs, even in my house. I can't run up stairs without jumping like a baboon. Even in my house I have to bounce up lest I get my toes hooked on the next step and stutter to a halt. Can't it be made that stairs are an exception to terrain, which needs to be climbed, and treated as a surface so we can run up smoothly. - What's in my bank? Hmm, ... Do I still have that nice spare sword or those potions left in my bank? I've no idea as I'm out in the booneys and I can't see my bank until I'm next in town. Before the global banks i would have been against this idea, but now why not be able to see what's in your bank as a tab on inventory but just a view? - Utility Bars that are tied to Combat decks/ builds. I appreciate this is a lot more work and may be contentious - one of the cerebral challenges of SOTA is to manage and compromise the plethora of options into limited decks and the pain of what is available in the Utility bar, but it would be great if I could have a fishing belt, a melee and magic combat belt and a farming belt. - More harvest angles on trees! I'm ok with most of the other harvests and of course ore is embedded in rock so has to have a specific approach, but trees? Why do I so often walk all the way round the tree to harvest it when I was just a tad off of the right harvesting spot when I clicked it? Why not have 2 or 3 harvesting points per tree? - !Why can't i repair locked inventory items without unlocking them? I lock them as they are important items I use or wear, hence I need to repair them, but I have to unlock them (such as from the paper doll) before I can drag a repair kit onto them grrrr! - !Water harvesting! (but I believe a fix may be on its way), but so is Christmas.. - !Un-climbable river banks. - !Doors! I've noticed some swing towards you, often jamming you against scenery, while others swing away from you when entering a room. For my part if they always swung away from you, whatever direction you're heading, I would be happier.. -!Why are books always the wrong way round? When you take a book from your inventory to place it on a shelf it is always spine away from you. To place it on the shelf spine facing out you have to rotate it 180 degrees, every time. -!How did I forget this? Harvesting failures! Why do we have them at all? what purpose do they serve? (if I knew I would't complain). Crafting failures I sort of get, plus we loose fuels, so there are consequences. But how and why do I fail to skin a bear, chop a tree or pull up a bulb of garlic? Further, why do I do so at all when my skill is 95%+? Why, when I fail once, do I tend to fail twice in a row (used to be 3). -!Not being able to lock glyphs onto the bars. I'm forever dragging them off, swapping them over and getting into a right mess. I don't mean 'locked glyphs' as in the 'heat' combat system, I mean just a simple lock button for each of the two bars so that you can't accidentally pull glyphs off and mess everything up. -!Overworld roving encounter mob pulls are still an issue (post R57). Possibly a very specific one which may be a network or programming challenge: When I use potion of wolf speed and blaze up behind and past a mob at speed I can be half way to the next zone before the mob even reacts. I am certainly well beyond the new reduced pull radius when I see it react, yet I still get pulled in. Clearly there is something out of sync between what I am looking at and what the mob is doing and what is triggering the 'pull'. -!Crafting & Vendor windows not wide enough or stretchable to see what it is you are selling or how many, or in the case of crafting, the item type or its level. More as I encounter em (!) all minor stuff, just things that grate on me and maybe would make a big difference if considered? Please feel free to drop in your gripes!