Quote Originally Posted by eNTi View Post
3. Chat de-activation:
a. Enter deactivates active chat unless in RPOS mode
Enter activates/deactivates/sends chat message. What else could it do?

Quote Originally Posted by eNTi View Post
4. Count window interaction:
a. Enter activates "Ok" on focused window
b. ESC activates "Cancel" on focused window
This will create lots of problems with chat in RPOS. Also having a key close the RPOS unconditionally as it is now is quite important when you're getting attacked. (and I believe logout should be moved away from ESC, coz now both logout and close rpos is same key. I'm not talking about TAB, coz it also has a dual function of opening RPOS.)

Enter currently is reserved for chat. I believe it should stay this way.

Quote Originally Posted by eNTi View Post
5. Character to character trade window interaction:
a. Keyboard focus in money field
Yeah, it's a no brainer. But the problem of the number already in the window remains.[/QUOTE]

Quote Originally Posted by eNTi View Post
6. Vendor trade window interaction:
[...]
b. Switching to another item keeps the amount and focuses the count field, so that if you start to type the current value is overwritten
Just switching the focus won't make the text overwritten. The fact that windows text boxes work like that comes from the selection functionality, so you're requesting not a simple thing here at all. Selection is big by itself and if you introduce it, everyone will start asking why ctrl-c/ctrl-v doesn't work.[/QUOTE]
Quote Originally Posted by eNTi View Post
c. Clicking "Ok", checks if the character has enough room (strength) to carry all bought items
HELL NO!
I am routinely buying to -800 free load and most serious ctors do same. You're taking away functionality here, not adding it.

The problems with buying comes from the fact when you ask for a stack of items, instead of buying 249 items ONCE, you're buying one item 249 times. So when you start dropping from overload, instead of dropping 1 stack, game tries to drop 249 items in very short amount of time. Which is not possible, so only 3 items survive the drop and rest vanishes.

This is the root of the problem (which also make ppl recieve about 1/83 of due BRT xp) and its what should be fixed, instead of adding yet another workaround of a problem created by another workaround.


Sorry ENTi, I do respect you, but it seems you haven't observed how the game works so far well enough. Your propositions are haphazard.