Too much loot in too small space?

So here's the issue:

1) Too much loot in too small of a space turns this into a "Where's Waldo" experience when looking for things.

2) I cannot turn white items off, since then I lose the possibility of finding maps and 6 socket white items to vendor (let alone linked).

I personally see this as something that somehow, someway, needs to be figured out. For one, as others have mentioned, the color of maps should not be white. This solves one issue. The others, I have no idea.

Here are some pics to show you why I think something needs to be done:

http://img193.imageshack.us/img193/2930/screenshot0010g.png

http://img341.imageshack.us/img341/3798/screenshot0015.png

http://img841.imageshack.us/img841/7323/screenshot0017m.png
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Agreed maps need a different color. Skill gems too.

I enjoy the fountains of loot. I can go through stuff pretty fast. You can always turn labels off while you're fighting with the Z key.

I would welcome an indicator of an item that has %quality. Perhaps a blue dot at the left of the label, similar to the socket dots at the right?
Item clutter is a big problem in large parties.

Besides an instanced loot system, the only real solution is to nerf item quantity and buff quality accordingly.
What I would like to have is an additional system of showing dropped loot.

If a monster drops something it could be shown for about 20 seconds. After 20 second, it vanishes unless I've pressed the alt key or activated permanent visibility with Z.

GGG could use the loot timer used with parties for that (wouldn't need countdown ofc and should also work when soloing).

Would make it easier to see newly dropped stuff without it being cluttered by older stuff on the ground.



(And different colours for maps ofc. ;) )
Instanced loot system is great as can be seen in D3.

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