Automated currency pickup would make me so happy

Reasons for / Problems solved by a good* automated pick-ups system:
1. Everybody would love automated pick-ups if they are implemented in a good* way.
2. Some currency has only value because it is too annoying to maintain it (scrolls). Imo such things shouldn't be in any game.
3. Doing my first SSF char in Flashback and boy... scrolls...
4. My high level chars (and I assume other players as well) will filter out around 30% of currency items, since you make more currency by ignoring those and instead spent the saved time killing more mobs.
5. Some currency will be ignored although automated pick-up would make it valueable (e.g. low-tier shards)
6. How much smoother and rewarding would Breaches feel if those splinters were picked up by running over them?

One fundamental truth: Let players point to a problem and devs come up with a solution; Players are great at recognizing what bothers them and devs are simply better equipped to come up with a solution that satisfies all player types.
Knowing that my solution wouldn't be good*, I will mainly just answer some possible concerns.

*good = Pick up currency by running over it, but...
"I don't wanna pick up all the currency."
Make an option menu where one can select "auto pick-up these currencies: ..."
"That would confuse new players."
Simplify it. Options: Pick up all currency. Pick up valueable currency. Select which currency to pick up. Good enough for beginners, once you understand the game you can look into specifics.
"That trash currency would just overlflow my inventory"
Stop auto-pickup after 1 full stack of a currency is in the inventory.

Another way to do this: Create items, that will make you auto-pickup one type / category of currency as long as you carry said item. E.g. find a "Scroll Magnet", carry it in your inventory for automated scroll pickup. "Magic Magnet" for Augmentation, Alteration and Transmutation. That kinda stuff. Simpler, not as convenient as a fine-tuned auto-pickup imo but more approachable for beginners.

And one last idea: There is already a Item-pickup key in the game and it has 3 settings. 4th setting: Push it to pick up all currency around you. Not automated but simpler and faster, low coding effort for decent quality of life.
Let tomorrow be about solutions. Today is about vengeance.
- John Oliver

Had a Chaos-DoT-Caster-guide for any class, then 2021 patches happened^^ https://www.pathofexile.com/forum/view-thread/2485596
Last edited by Lightelder#6734 on May 16, 2019, 1:20:46 PM
Last bumped on May 23, 2019, 11:50:26 AM
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Great idea man and the next step could be that you could minimalize PoE and it will play itself so you don't need to bother to enjoy a game.
"
lolcaaa wrote:
Great idea man and the next step could be that you could minimalize PoE and it will play itself so you don't need to bother to enjoy a game.


Not sure if I get your point. Is it something along the lines of "the game would be less fun if I don't have to manually pick up currency"? Maybe you could elaborate.
I am talking only about currency items here, because I feel picking those up is just too tedious. And many other games have that, although their currency system is admittedly less complex than PoE's.
Let tomorrow be about solutions. Today is about vengeance.
- John Oliver

Had a Chaos-DoT-Caster-guide for any class, then 2021 patches happened^^ https://www.pathofexile.com/forum/view-thread/2485596
"
lolcaaa wrote:
Great idea man and the next step could be that you could minimalize PoE and it will play itself so you don't need to bother to enjoy a game.


Yes, that's why people didn't flock to Grim Dawn as soon as an expansion came out, just because they offer this QoL-mechanic basically any game has by now.
Also sure, auto-pickup in any game makes it automatically self-play, like in Guild Wars 2, you basically had to do nothing anymore as a single push of a button transfered everything to your inventory.

Oh wait! It was actually the other way around and people liked it. Weird. Very weird. I think you might have something wrong in your deduction there, something about 'not everything is black or white' maybe. Just as a thought.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
Wow, the sarcasm is strong around here, maybe make it a bit less passive aggressive and a bit more constructive...
Let tomorrow be about solutions. Today is about vengeance.
- John Oliver

Had a Chaos-DoT-Caster-guide for any class, then 2021 patches happened^^ https://www.pathofexile.com/forum/view-thread/2485596
"
Lightelder wrote:
Wow, the sarcasm is strong around here, maybe make it a bit less passive aggressive and a bit more constructive...


Yes, it's a possibility, though the initial post was already sarcastic and actually in no way constructive. It provided no reasoning in it or examples for why it would be a bad idea.

On the contrary my answer provided examples of games where it's used, which are popular and which had made it into a working instrument without taking away from the core-experience, rather enhancing it.

So, bad tone --> Yes.
Not constructive --> No.

I'm not here to cater to everyone who is easily annoyed or insulted, if I see a very badly expressed (effort-wise) post I'll pick it apart with proper arguments which I've provided, don't expect me to be 'nice' with it though.

Usually my first posts towards someone are usually fairly objective and thought-out - as you can probably see in other threads, especially those where my posts are 2-3 times bigger then this one - but this isn't going for someone who is just here to express their discontent with something without even offering any form of substantial reasoning or example. I don't cater to straw-man arguments, provide something good and I'll also provide a good post.

On the other hand regarding your posts:

Your reasoning behind the auto-pickup is sound, hence I didn't feel the need to answer to it, it reflects my own thoughts on the issue and has a few specific things in it which are well thought-out.

The part where you're talking about giving value to some lesser-value currency items is backwards though. By auto-pickup those would only become worth less, after all we would've more of them in store which nobody uses, nonetheless worth the QoL-upgrade. This part is able to be discussed as it's a personal opinion.

Regarding your way of finding solutions: GGG isn't a good dev, they disregard the majority of long-standing issues, it would be great if it worked that way... sadly we're not blessed with such an environment, a reason as to why I'm fairly disgruntled in some posts.

The option is always a good choice, being activated as the standard one, removing it being the choice. More sensible as people would get used to it that way.

No, it wouldn't confuse new players, at least if GGG thinks a little bit further then just 'slap it into the game without consideration for anything else' as is usually done by now sadly. The option + an advanced panel is a given, that's how it should be in any game nowadays, the majority lacking those options as to not 'overwhelm' the player. PoE isn't catering to mindless playing, hence the devs shouldn't keep their options simple either, just well set-up from the get-go.

Overflowing the inventory isn't an issue either, currency-pouch, a separate inventory to allow the pickup of all currency into it until the end of the map, then it is automatically emptied into a pre-set stash, warning you when it is full or close to being full.
Since we have so many different items in the category 'currency' this would lead to a simplification of tedious mechanics while allowing the player to focus on what the game is: a looter ARPG and not a carpal-tunnel-syndrome-simulator.

A magnet is a sub-optimal solution, unless the item specifically only picks up a % amount of the drops, a simple thing to make it convenient while taking up permanent space in your inventory. Though as for any QoL-solution it's generally better to just implement them rather then gate them in some way, exceptions are a given.


Better now?
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
Automated currency pickup belongs into every game but PoE, or into every game where there is only one currency, like gold. In PoE this immediately becomes overly complex and need irritating solutions like the ones you proposed:

"
Lightelder wrote:
*good = Pick up currency by running over it, but...
"I don't wanna pick up all the currency."
Make an option menu where one can select "auto pick-up these currencies: ..."
"That would confuse new players."
Simplify it. Options: Pick up all currency. Pick up valueable currency. Select which currency to pick up. Good enough for beginners, once you understand the game you can look into specifics.
"That trash currency would just overlflow my inventory"
Stop auto-pickup after 1 full stack of a currency is in the inventory.


Think outside the box for a moment. I propose an alternative solution: make low tier currency in high tier maps drop less frequently but in stacks, piles, packs. No single identify scrolls anymore, but immediately 17xIdentify for one mouse click, or 25xTransmutation, up to alteration I guess. And no more transmutation shards, these are the most annoying ever. xD

What, aren't big monsters collectors as well? I suppose this would also be one of the easiest to code solutions, but I'm not sure.
"
_iLLuSia_ wrote:
Automated currency pickup belongs into every game but PoE, or into every game where there is only one currency, like gold. In PoE this immediately becomes overly complex and need irritating solutions like the ones you proposed:

"
Lightelder wrote:
*good = Pick up currency by running over it, but...
"I don't wanna pick up all the currency."
Make an option menu where one can select "auto pick-up these currencies: ..."
"That would confuse new players."
Simplify it. Options: Pick up all currency. Pick up valueable currency. Select which currency to pick up. Good enough for beginners, once you understand the game you can look into specifics.
"That trash currency would just overlflow my inventory"
Stop auto-pickup after 1 full stack of a currency is in the inventory.


Think outside the box for a moment. I propose an alternative solution: make low tier currency in high tier maps drop less frequently but in stacks, piles, packs. No single identify scrolls anymore, but immediately 17xIdentify for one mouse click, or 25xTransmutation, up to alteration I guess. And no more transmutation shards, these are the most annoying ever. xD

What, aren't big monsters collectors as well? I suppose this would also be one of the easiest to code solutions, but I'm not sure.


Also a good and possible solution. Since it's easier to implement for GGG it should be prioritized.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
Great replies, thx :)

"
Kulze wrote:
The part where you're talking about giving value to some lesser-value currency items is backwards though. By auto-pickup those would only become worth less, after all we would've more of them in store which nobody uses, nonetheless worth the QoL-upgrade. This part is able to be discussed as it's a personal opinion.

Yeah, didn't really type down what I had in my head there. I was thinking along the lines of "valuable" as in... uhm... like you'll collect it yourself instead of just not bothering and buying for some chaos. Market value would drop, but more people would collect those currencies themselves again. Not too important a point anyways...

"
Kulze wrote:

Regarding your way of finding solutions: GGG isn't a good dev, they disregard the majority of long-standing issues, it would be great if it worked that way... sadly we're not blessed with such an environment, a reason as to why I'm fairly disgruntled in some posts.

I get your point and I'm sure the half-finished Synthesis-launch didn't strenghten anybodys optimism... I personally am one of those few people who are on the forum AND liked the Q&A and the Update from Chris. Gave me the impression, that they'll do what the game needs but not as fast as we'd like to (due to understandable reasons, being a f2p-game and a small company). But I guess that's a point where you and me will hardly change each others opinion.

"
Kulze wrote:
(...) currency-pouch, a separate inventory to allow the pickup of all currency into it until the end of the map, then it is automatically emptied into a pre-set stash, warning you when it is full or close to being full.
Since we have so many different items in the category 'currency' this would lead to a simplification of tedious mechanics while allowing the player to focus on what the game is: a looter ARPG and not a carpal-tunnel-syndrome-simulator.

I'd love to see that happen. Maybe GGG is already on that trail. Delve, Incursion and Betrayal all have some degree of concentrated loot drops at the end of a thing to not interrupt playflow.

"
Kulze wrote:
Better now?
+1 :)

"
_iLLuSia_ wrote:
Think outside the box for a moment. I propose an alternative solution: make low tier currency in high tier maps drop less frequently but in stacks, piles, packs. No single identify scrolls anymore, but immediately 17xIdentify for one mouse click, or 25xTransmutation, up to alteration I guess. And no more transmutation shards, these are the most annoying ever. xD

What, aren't big monsters collectors as well? I suppose this would also be one of the easiest to code solutions, but I'm not sure.
I really like that idea :) Just making sure that most currency drops have a "size" that makes them valuable and reducing drop rates accordingly. Reminds me how I as a younger PoE-player really liked the div card "The Scholar"...
And I get that my own proposals weren't as straight forward (you came up with a really elegant approach). If GGG finds the time, I think I'd prefer "Options: Pick up all currency / Pick up valueable currency / Specify which currency to pick up" but your solution would be much easier to implement afaik (not that I know anything about coding, i don't).
Let tomorrow be about solutions. Today is about vengeance.
- John Oliver

Had a Chaos-DoT-Caster-guide for any class, then 2021 patches happened^^ https://www.pathofexile.com/forum/view-thread/2485596
Last edited by Lightelder#6734 on May 16, 2019, 11:07:04 PM
I like how you speak for everyone. No dude I don’t want that shit in Poe.

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