Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If determining "most important" is contentious then at least make it by order of size, biggest first.
I feel like there are better ways, like assigning a number priority to each object. example: rock/arrow/broken arrow = 1, shotgun/ice gun and whatever = 2 and so on and so forth
...It's just not the priority most people would want. I'm not sure why it is the way it is, but it does appear systematic, i.e, learnable.
So you're saying that when there's a broken arrow, key, stunned shopkeeper and I'm trying to grab the shotgun that I can LEARN to pick up the shotgun by sheer force of will?
Because otherwise it sounds like you think that most situations people wind up in where you have .2 seconds to pick up a life saving item is always pre-planned.
That's not what I meant, no. I mean when you see a broken arrow, key, stunned shopkeeper, etc on top of one another, you always know you're going to grab the broken arrow. So it changes your decision making. Like when you see a shopkeeper with a locked door, you know he'll probably be more difficult to kill successfully, because of the key. I'm not arguing that it isn't annoying!
Good to know I'm not alone.
Or grabbing an enemy and he wakes up in your arms a split second later you take damage. God forbid it's a lizard because then you take that damage plus he gets a free spin into you.
Yeah, I'd say maybe set it to be like Arrowtails at lowest priority, because at least picking up ANY other item or even the enemy lets you at least throw them or throw something at an enemy. The arrowtail is literally useless.
If there is an issue that the arrow + broken arrow are in some way technically the same item (I doubt it, but just if it were), then I'd still want it near the bottom. It may mean grabbing an empty chest to throw vs the arrow, but I'd take that over grabbing that stupid arrow tail EVERY time.
As mentioned you can sort of work around it since you know it is going to be picked up, but life would be a LOT nicer if you didn't have to grab it off the pile every time.