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Having party wide inventory isn't something they are going to do, because of inventory weight limits, which increases with strength and a certain talent. Having multiple inventories is also important for quests, and gameplay as there abilities that sabatouge a character's inventory.
If your lucky charm person isn't your barterer than either right click and send items to your barterer when you first find something, or drag it into their inventory.
Splitting up party members isn't just a multiplayer thing, but single player thing as well. You can get unique outcomes to quests from splitting your party, and splitting the party is an extremely important tactical advantage.
Would be tons better if there was just one crafting screen that a) drew from the combined pool of all characters' carried components and b) was itself sortable. Similarly, there's no reason on the world for a transaction with a merchantto CANCEL if you try to include something from another character's inventory. Alternatively, the effects of Bartering and Lucky Charm could apply party-wide.
There could also be a button to auto-send everything "marked to sell" to a certain character, or transfer all crafting mats of a certain type to a certain character.
At least they made it so you can repair stuff without trading it, so that's a step in the right direction. But a lot more could be done, while still keeping inventories separate for use with other gameplay mechanics (like when the party splits up).
As for lucky charm I think this time around the effect procs as long as the perso on your party having it is around (I may be wrong but I think it's the case).
My issue comes more with bartering it forces to put everything you want to sell etc on that character. In my opinion it's tedious but when you take the time to think about your organization it becomes a lot better.
I don't even use Lucky Charm. I just don't know what else could be changed, to remove some of the hassle.
Agree