Feedback request - Sorting items in the inventory

A huuuuugeeee improvement would simply be:

1: Stack items. If you have 98768 6-12x scopes, show one scope with the number 98768 on it.
2: Sort alfabetically as default.

Right now only bullets are stacked (which is stupid from a representative view, which the current inventory is)

These two should be super simple to do at it would reduce the scrolling within the inventory greatly.

Maximum result with least effort.

After that is implemented and shipped, THEN look at filters and more advanced stuff.

At least thats my thoughts.

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Preference 1…drag and drop as put forward by 0L0…items stay where you put them
Preference 2…revert to old system…no randomization of lists every time you go near them

Additional request…It would be nice if weapons and attachments would stack within a single entry in the inventory as all other items do…i.e. if you have 3 5* Klauck’s they have one entry on the inventory but with a number 3 in the corner as all other items. Any weapon with anything attached gets it’s own entry.

I asked for this some time ago - I’d like to be able to sort the clothing items by name or ‘type’, and therefore, the naming conventions should be streamlined (‘hoodie’ - ‘style’ - ‘blue’, ‘hoodie’ - ‘style’ - ‘green’ etc.)

I’d also love a Saints Row style ‘costume’ option - let me wear a chosen set of clothes, and then save it as a preset.

I also second the ‘faving’ concept - Borderlands style. Let us ‘lock’ certain weapons, parts and ammo, preventing them from being dropped or trashed.

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And a little side note - I’m against alphabetical sorting.

To see why click below to expand:

Equipment

Adrenaline Shot
Advanced First Aid Kit
Ammo Pack
Boombox
Car Battery EMP
Compressed Air Tank
Deployable Tick
Emergency Flare
Emergency Flare (Sticky)
Explosive Gas Tank
Field Radio
Fireworks
Grenade
Heavy Comm Array Lure
Land Mine
Large Fuel Cell
Large-sized EMP Cell
Light Comm Array Lure
Lockpick Hairpin
Medium Comm Array Lure
Medium Fuel Cell
Medium-sized EMP Cell
Paramedic Response Pack
Poison Gas Tank
Radio
Semla
Simple First Aid Kit
Small EMP Cell
Small Fuel Cell
Smoke Grenade
Standard First Aid Kit
Vantage 8x41 Binoculars

…this just makes no sense.

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Beautiful :heart_eyes:

Actually makes.
You know exact number of “clicks” of your mouse wheel to get that particular item. Or at least side scroll bar is solid pointer for navigating your inventory.
Binge hoarding (hauling around 2+ character’s carry capacities on average) on Fallout/Bethesda games, where everything hard-arranged alphabetically, will do that to you.

P.S.: FO 1/2 and FO:T had same sorting as pre-Dec’20 in GZ, in other words - time-based, newest gets to bottom.

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I think it should be where I can move things around inside my inventory so I can put stuff I use the most at the top of my inventory list instead of it being the highest tier items at the top.

There are lots of solid ideas above.

The idea I would propose is “grouping”.

Currently if you pick up an item, say a silencer for a shotgun … its only useful for shotguns. Same with ammo and other shotgun accessories. It would be good to see in the inventory all the shotguns, ammo and accessories grouped into one display group. This would show you all the shotguns, the accessories and the ammo at the same time. You could see duplicates, make comparisons and check the stats within that group. It would be ideal if you could drop or tag for recycling in the same UI, and drag and drop the accessories onto the weapons. This would make one workspace for all the shotgun “stuff”.

Same idea for each of the weapon categories.

Placeable and throwable items could be treated the same, but without the need to manage accessories, I think its a bit pointless. Showing a group of all the throwable items together gives the player an overview of all their choices and the ability to compare weights and effects and make some choices.

Same with the placable items (gas tanks, landmines etc) showing all these grouped together would let the player make choices about the whole class of items they are carrying and get an idea of their options within a battle or ambush.

Clothing is a mess at the moment. There is a bug that when I currently go into a category of clothing, it seems to change my clothing to the default item selected in the category… even if I am just browsing. Then I have to remember to go and find the item I was wearing and re-select it before I exit otherwise its been reset. Not sure if this is a common issue or an edge case. Its just frustrating.

Anyway, I would really like to be able to drop clothing the same way I can drop other equipment. Same sort of UI, same drop mechanics. I would like a right click option where I could just click on the item, rather than using the keyboard all the time. Just as long as I can drop clothing to simplify my collection or give it to someone else.

The solution to many category management systems is tagging. Tagging for favories, tagging for recycling, tagging for type, tagging for rarity etc. If there are some automatic tags (weapon type, name, quality, weight etc) and some user applyable tags( favorite, to-be-recycled, … user defined or a set of colours or flags or something) then players can create their own system.

Then base your sorts and filters on the tags and you have one comprehensive system that players can use in all the different ways they like. Then on top of that, show stuff in groups.

2 Likes

Hi Francesco,

I agree with Carniv0re, 0L0 and tene.

tene mentioned a very good point that I hope is realizable:

Thanks that you work on this system and consider our feedback.

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Well it makes more sense than this list:

Equipment

Smoke Grenade
Small Medkit
Compreessed Air tank
Advanced Medkit
Grenade
Emergency Flare (sticky)
Land Mine
Emergency Flare
Medium Medkit
Radio
etc
etc

Also a sorted list is the same every time you look at it (Consistence), and changes minimally when you pck up more stuff.

Also its SUPER SIMPLE to implement. Why not start there, and then implement more advanced stuff?

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[C.iv] re: [C.ii] Ammo should be favouritable, but exempt from being undroppable (Or perhaps ideally: the maximum that can be dropped of favourited items would be less-than-half, i.e. you would never be able to ditch all your favourite ammo and you could never ditch a favourite item of which you only have 1, such as a gun or attachment)
[C.v] Favouriting items could make them exempt from the “store all in category” function of the Plundra storage, so that we can set items like Adrenaline and Bobbypin and prevent us from constantly having to recover them after utilising that function.

[H] Apparel items also would highly benefit from organisation. I suggest grouping apparel for each bodypart by: { None-DLC, Challange-unlocks, DLC, Special Events (halloween) } then suborganising alphabetically.

[J] Apparel modifications crafting-station menu should be in a sensible order. Currently separated by Bodypart, it should also be subordered by effect (fire, bullet) and then subsubordered by magnitude (1%, 2%…) or vice versa.

[K] Ammo crafting menu should also be in a fixed, logical order: by calibre. re:[B.i] The order should be identical to the order in player inventory and storage.
Currently I manually collected all ammo schematics in calibre order meaning my crafting menu is in a sensible order, but everyone else in the world has a chaotic mess and new players never even had a chance.

As it was, when game hit the was new.

Hi Francesco,

I have two comments to make, really. The first is that things take so long to move into a “use” slot, and you mostly need them when you are under fire, that most things in the inventory never get used.

So, changing weapons should be really fast, as they used to be - Inventory, drag and drop, exit, fire!

Secondly, the “N” key should be usable on more things than just ammunition. If I can put Flares into Slot 5, I should be able to press the “N” key and change to Fireworks, press again to Sticky Flares. As things stand, I only carry one type, because I’ve never got time to change it, so I recycle everything except sticky flares.

Likewise, Grenades, Smoke Grenades, throwable EMPs should be in one slot, changeable by pressing “N”. Likewise Medkits. I started off dying because I ran out of Simples, but still had tons of Standards, which I had no time to equip. Now I have to use two slots for medkits. Press “N” and change medkits depending on your level of damage!

You’ve already got the “N” button coded, just expand it. The thing is, I liked to carry some of everything, because using it was fun and cool, but after the change to the Inventory, I don’t bother to carry most things, because I never have time to equip them.

3 Likes

Thank you all for taking the time to write down your ideas and feedback folks! This is all very useful to us :blue_heart:

7 Likes

The current inventory system is absolutely god awful. Say I have multiple Assault Rifle Silencers and I only want one, I have to search through the entire inventory for every silencer I have, and when I remove one or scrap one the entire inventory reorganizes its self making me have to start right back at the beginning and hunting down every silencer I have in the inventory, you spend more time in the inventory if you have a lot stuff than anything else. It shouldnt take 30 minutes to figure out how many silencers I have. Right now it’s an absolute nightmare if your the type to want one of every attachment. One thing you can try, is the ALPHABET, its been used by cultures across the planet for thousands of years to organize things, or you can try just stacking the items, instead of having a silencer at the top of your list and at the bottom of your list and than sporadically spread out through the list you can add a little number next to it telling you how many you have. This is honestly rudimentary and you have hundreds of other games to take notes from, you know what other games use, the alphabet…

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I can agree with people here that inventory could be better. If we continued this system, I think sorting could be improved,

My idea is that all of the same rarity and type of item are next to each other. Say we have 5 5* Klauckes, all of these would be next to each other. If we had 4* Klauckes, that group would go under it. You would have to choose an order to sort the weapons overall, which can be the first inside the inventory goes to the top, or some other order. We could also have weapon class next to each other. So all the pistols are together all the SMG’s are together, and so on. Possibly AR group up top, followed by LMG group, then on and on with all the weapon groups(order does not really for this example). We can also have it to where it is 5c weapon groups up top, then 4c weapon groups. So like we have 5* AR’s and shotguns at the top, they are directly above the 4* AR’s and shotguns group.

non-rarity items would also have to be sorted too. Such as if we are looking at the “all” tab in the inventory. I think placing weapon groups at the top would be the best, then maybe attachments or consumables, then on to crafting materials.

This would make seeing how many items are in your inventory quicker, and you can find stuff easier.

I see people have already mentioned some good filters so I’d like to cast my vote including any small disparities I may have:

First off, the old grid system probably had far more potential to be the best option for this game but since I highly doubt it’ll ever be on the table again then I’ll just comment on what currently exists:

Default sorting in order of items found was and is fine (currently it seems to jumble), so long as there are optional sorting filters per each inventory tab. When in tab you may get a unique sorting option, like caliber and quantity for ammo, or condition for items that have conditions. All tabs can have Alphabetical (ascending and descending) and weight. To conserve button assignments it can be cyclical. For example, on controller push down on left thumb-stick to cycle through the sorting options.

The most important thing to be able to sort though, for me, is the miscellaneous tab, like by item type healing, explosives, countermeasures like flares and fireworks. More often than not I just want to get all my healing items at the top of the list so I can more quickly hotkey them if I want to switch between different types and not have to simply hotkey them all and cut myself off from other items I want to keep hot-keyed. Not being able to swap out items quickly and efficiently in the middle of a battle, especially, and having to hunt them down is the real problem here.

Master list could simply group in order of tabs, then in order of items acquired, and being in a sub-tab determines what sorting options you get.

Also, please make side-scrolling through tabs work both ways (i.e. from first to last and back again.)

A proper item sorting system could not be implemented any sooner!

If you ask me, filters should all be order reversible and should be the following 5:

  • Name (0 → Z by default) – This filter should probably not be the default in any category.
  • Type (Primary → Secondary → Ammunition → Attachments → Materials → General Equipment) – Why general eq last? So it will be the first when order is reversed.
    • Specific to Weapon views: All weapons should be ordered by “Weapon Type”.
      As an example: (Hunting/Sniping Rifle → Assault/Marksman Rifle → Machine Gun → Submachine Gun → Shotgun → Grenade/Rocket Launcher → Pistols → Melee).
      This specific ordering may perhaps be decent if an arbitrary order would be implemented. Preferably this order should be customizable from the settings menu. Weapons should probably be ordered within each type by caliber first (low → high), by name second and by rank third – but following the general order above (i.e. hunting rifles before sniping etc.). Since other item categories would also partially use the “Weapon Type” order, the different types can’t be too specific. That’s why I suggested this particular order.
    • Specific to Ammo view: Order ammo by Weapon Type, ordered by the specific caliber within each weapon type (Low → High).
    • Specific to Attachment view: Attachments should probably be primarily ordered by what type of attachment it is (Sight, Muzzle mod, etc.) rather than primarily by “weapon type”, since some attachments would apply to several weapon types. Example ordering could be: (Muzzle → Sight → Magazine → Vision Module), with each type being ordered by Weapon Type (where applicable), and then by Name and, lastly by Rank (again, where applicable). Whatever order chosen here should probably be reflected in the weapon attachment menu (“Ammo” still on top probably).
    • Specific to General Equipment: This is potentially highly subjective, but I personally believe medical equipment should take priority.
      My “General Equipment Type” order suggestion: (First Aid Packs → Throwable Items → Placeable Items → Miscellaneous Items).
      First aid packs should be ordered: (weak → strong),
      Throwable: (Flares/Firework → Grenades),
      Placeable: (Radio/BoomB → Explosive (weak → strong) → EMP (w → s) → Supportive Placeables (Medical → Combat → Misc),
      Miscellaneous (Binoculars → Adrenaline → Hairpins).
      I believe these orderings could work for the majority of players. But the ordering really ought to be configurable.
    • Specific to Crafting Materials: Softer materials → Harder materials maybe?
  • Rank (High → Low) – Only where applicable! Otherwise default to “Type”.
  • Time (Old → New) – Why oldest first as default? So that people who organize their inventory manually (like you used to be able to do) will have the first item picked up appear at the top.
    Timestamps are not needed for this since all items are already organized this way (old → new) in system memory and in the save file, making it the most natural “sorting method” (it’s already sorted). This applies both to items in storage/stations and each character’s personal inventory.
  • Weight (High → Low) – The main reason you would sort by weight is to find out what’s encumbering you, so high weight first. Both individual item weight and total stack weight should be clearly visible and discernible at glance. This is important!
    For weapons, both the particular weapon’s own weight and the total weight with attachments included should be discernible at glance. This is less important, but still desirable.

Again, all filters must be reversible in order or they may as well not be implemented.

Favorite system would be nice but should not be high priority. Most important is a consistent and predictable order of the sorting. If you would add it, consider also adding a new category view to the left of the “Equipped” category view (which should still be default), giving the “Favorites” category an index of [0] – meaning the default category bar index would be [1]. Placing it to the left gives easy access to it while not pushing other categories further away from the initial position.
This view would list items marked as favorites from all categories. Default sorting for this category should probably be by Type (Primary → Secondary → Ammo → Attachments → General). No point in fav-marking crafting materials, right? Probably not with ammo either, but maybe some would disagree. For each individual category view, the favorites could potentially appear on top of the list (as an optional feature) but only when sorting by Type. And if they would be shown on top of the list, they should also appear under their appropriate item type further down the list to avoid not being able to find an item if you glossed over it in the “fave” section at the top of the list. Fav-marked items should have a visible marking in any category view. This would actually make the “faves on top” thing redundant for some people, which is why I think it should be an optional feature of less priority.

Basically, I think that the “Type” filter should be the default sorting for all category views – BUT: Only after a freshly loaded game. During gameplay, the game should remember which filter (and order-reverse toggle) was last used for every item category view. This is important!
The applied filter+order should then transfer to looted containers and the storage box and recycle station.

Finally, when sorting by item type, any category view that includes multiple of the main item categories (such as “All”) should have named, discreet, horizontal separator between different item categories (i.e. Primary, Secondary/Sidearm, Ammo etc.). This is somewhat cosmetic and should probably be lower priority.

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