Analysis of Grim Dawn, missing features, issues, and what can be done to improve the game

Sites, for example, Detonation Sites and the like, requiring Dynamite, Scraps, Iron, etc. to gain access to new areas should take the fund(s) straight from the players’ Personal Stash with a confirmation messagereturning the error message, “Not enough [insert required fund(s) and item(s) here].”The idea behind implementing this feature is to help free up Inventory space so players do not constantly feel the need to carry these types of items to pay for things, to fix bridges, to detonate rocks and barricades, etc.Furthermore,, for example, like what happens when an Inventor NPC needs Dynamite to Dismantle a piece of equipment, therebyrequiring the player to have Dynamite in their Inventory, so why does it also not exist for Site locations throughout the game?, to paraphrase, 'Okay, but I believe knowing what items to bring with you and when to bring them makes the game feel more adventure-like'.My question to that, if that be the case, then why did the developerschoose to also require players to have the items they need for NPCs like Inventor and Smith NPCs? The answer to that question is because it is an inconvenience to expect players to search their Personal Stash for those items, and then bring them back to said NPCs.But to please both worlds, for those who like the game to stay antiquated, just because, and for those who do not, then add a toggle box within the Gameplay Options to 'Take items/costs directly from Personal Stash'. Again, the code exists for this system, so why not implement it?When a character levels up and uses Skill Points, Skill Points cannot also be un-specced via Right-Clicking already-specced Skills individuallyclosing the Skills Window (at which point it is official the player has made their final Skill Point investment choice(s)).I can understand not allowing players to un-spec their Skill Pointsthe Skills Window is closed,there is absolutely no gameplay advantage to allow players to un-spec their Skill Points individuallythe Skills Window is open. Why is this not allowed in the game?It is very frustrating in a situation where a player may have anywhere between 5-10 Skill Points to spend at once, and then when they do spend them and they make 1 error, their only way to Undo that 1 mistake is to hit the Undo Points button, which… undoes all used Skill Points at once.When setting Grim Dawn to 'Windowed' within the Video Options, not only can the window not be resized along the edges, but Windowed in Grim Dawn also does not work at all with Windows' 'Snap' feature (like other games do) where, when trying to use Snap, the Task BarSkills along the Skill Bar are cut off, and the UI does not adjust and resize properly, and all you can see is the Health Bar and the Energy Bar.This issue in turn makes it harder for players to switch between the game and Grim Tools, to consult Grim Dawn guides, or to consult a quick reference, if needed, by pressing the icon of their web browser along their Task Bar.For those who do not know what the Snap feature is in Windows, it reads, "Snap is an easy and a convenient way to organize open windows on your Desktop by Left-Click dragging them to the edges of your screen with your cursor. Snap can be used to organize windows both vertically and horizontally."Spelling error I found, as shown in this screenshot: https://i.imgur.com/42PuqDF.jpg (I also found 30+ other errors, yet they were grammatical errors. I will save that for another post, though, after I play through the rest of the game).In the second sentence, 'as' should be 'is'. It reads: The Item Stash 'as' an extension of your inventory.After completing a Quest, NPCs should not share the same Star icon art like Bosses have when they show up on the Map. It would look much better if NPCs (notably Town/Camp NPCs) have their blue-dot icons on the Map temporarily colored yellowa Quest is completed until the player receives their reward(s) from them, and then have their yellow-dot icons turn back to blue-dot icons.The wording of this suggestion has changed as a result of a rare problem with my game (a client-side problem) where I was not always seeing Star icons above NPCs on the Map after completing their Quests.In Devil's Crossing, move Constance's position on the Map a little bit so her blue-dot icon on the Map is more distinguishable and not being overlapped by the other two NPC's blue-dot icons (especially for new players after completing her Quest 'The Seamstress' by collecting pieces of Fabric where her Star icon, as of me writing this, is very hard to see).I would also suggest moving other NPC's positions to avoid blue-dot icon overlapping, especially if the aforementioned feature in suggestionis implemented to the game.Holding Alt down (, without pressing anything else at the same time) strangely makes Skills along the Skill Bar look like they’re in cooldown, and if you happen to be holding Alt down while also trying to use Skills, the Skills cannot be used.That may not seem like a very big deal to most players (especially those not playing Hardcore), yet in some edge-case scenarios, that 1 to 2-second time frame wondering why ones Skill(s) didn’t cast because Alt was held down can mean the difference between life and death., but I just threw it out there as a possible problem regarding the Alt button (or any other Hotkey assigned to this function).If a player has 1 Skill Point left to spend, and they spend it, and then they do a Right-Click to try to apply another Skill Point, it should not return the message, “No Skill Points to add.” because doing a Right-Click does not/cannot apply a Skill Point to begin with no matter how many Skill Points are available to spend or are not available to spend.When the Map Window is open, players should be able to use the Arrow Keys on their keyboard to move the Map around left, right, up, or down, not by just drag-and-drop Left-Clicking on it.I also tried Left-Clicking on the actual arrows themselves in the Map Window, and none of those arrows moved the Map in any direction I wanted at all. This in turn makes the Map Window feel very fixed on how to navigate the Maphaving other ways available to move the Map around for preferential purposes.Olexra’s Flash Freeze does not destroy destructibles like barrels and wooden boxes (and other Skills like it I have not used yet that may behave the same way). That may be because it has to do with what the Skill is based off, but for other Skills like Olexra’s Flash Freeze that also do not destroy destructibles, they should be allowed to destroy destructibles, too.There are many times where I just want to destroy the destructibles in the areatediously Left-Clicking on barrels and wooden boxes, or using a less effective Skill with hardly any AoE to destroy them.When the Inventory is open, and a character tries to pick up an item from the ground while the Inventory is full, the game does not allow the character to pick up that item. This in turn makes it where players cannot have items on their cursor while the Inventory is open, regardless whether or not the Inventory being fixed at the center of the screen is intentional.The only time items shouldbe allowed to enter the Inventory is if the Inventory is closed and it also happens to be full while trying to pick up an item.Sometimes, some players like to hear and enjoy the Game Music while on the Desktop, or while the game is Paused.Play all Sounds while game is in the Background.Play Music while game is Paused.For Single-Player only.Otherwise, all sounds do not play while the game is in the background (if not toggled), and the Game Music does not play while the game is paused (if not toggled).If those 2 Sound Options are implemented at some point, they should be un-toggled by default so they do not confuse and/or annoy Veteran Players.Turn On/Off drop sound for Legendaries (as brought up by someone in the comments)Pressing H for Help (or any other Hotkey assigned to the Help tab), followed by pressing Q for Quests (or any other Hotkey assigned to the Quests tab) doesproperly open the Quests tab and instead closes the entire Codex Windowpressing H, followed by pressing Q, andclosing the entire Codex Window if/when the same Hotkey is pressed again after already being tabbed in the respective tab (in this scenario, the Quests tab).Players should therefore be able to switch between the Help tab and the Quests tab (or any tab) seamlessly while the Codex Window is openthe entire Codex Window being closedthe same Hotkey for said respective tab(s) is pressed twice.If/when the entire Codex Window is closedbeing tabbed in the Help tab (or any other tab), and then Q is pressed to open the Quests tab, the last tab that was accessed is still openedthe Quests tab being opened instead.Pressing H twice for Help (or any other Hotkey assigned to the Help tab) doesclose the entire Codex Window like pressing Q twice for Quests (or any other Hotkey assigned to the Quests tab).Pressing G again (or any other Hotkey assigned to this function)opening the Game Menu doesclose the Game Menu and instead requires the player to manually Left-Click to close itpressing G to open the Game Menu, and then pressing G again to close it.Thank you for looking into this, Crate developers. Keep it Grim!Koehler