Automated currency pickup would make me so happy

"
Kulze wrote:



"
MrsDeath_ wrote:

eventually yes prices would switch but prices would be determined by how rare a currency drops instead of what we have right now which includes elements of human perception and decision.


Hey! Wow! That's actually how it should be, supply versus demand.
I like that... just what people suggest here.

Just dont automate one of the more important mechanics in the game.
Trust your mind and strengthen your abilities!
It's not a mechanic. It's a shitty, repetitive interaction which isn't necessary--AT ALL.
Tired of trolls? Ignore them.
https://www.pathofexile.com/forum/view-thread/1473168
I don't like arguments about impacting trading of selected few who exploit the exchange rates for profit. I don't find that to be a good justification.

Will it be easier for everybody to avoid buying low currencies because of abundance from autopickup?
Sure

Do I mind?
No

But having possibility to disable pick up of something specific (just basic configuration or "pick visible" based on loot filter. Altho maybe easier non-automated way to pick up shit would be to increase the pick up radius and auto merge dropped shit into single stack.
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
"
Marxone wrote:
Will it be easier for everybody to avoid buying low currencies because of abundance from autopickup?
Sure
Do I mind?
No
(...) Altho maybe easier non-automated way to pick up shit would be to increase the pick up radius and auto merge dropped shit into single stack.
100% agreed.



"
Kulze wrote:

"
MrsDeath_ wrote:

eventually yes prices would switch but prices would be determined by how rare a currency drops instead of what we have right now which includes elements of human perception and decision.
Hey! Wow! That's actually how it should be, supply versus demand.
I like that... just what people suggest here.

100% agreed. To both MrsDeath_ and Kulze.

Yes, any currency that has value due to it not being picked up would loose value. I don't mind that at all. While that currency won't make you money through flipping, other currencies still will. This would not hurt the game in any way. Currency values change constantly / per league anyways and no one bats an eye.



Synthesis: scourings = 0.9c, Orb of Horizons = 1c, Orb of Chance = 0.25c
Incursion: scourings = 0.4c, Orb of Horizons = 4c, Orb of Chance = 0.1c
These currencies have at least doubled or halfed their value due to changes in supply or demand. This does not hurt the game. Consequently, increased supply through easier pick up of low tier currency does not hurt the game.
I think. Strict and sound logic. Unless I have missed something?
Source: https://poe.ninja/challenge/currency and https://poe-antiquary.xyz/Incursion/Currency


"
MrsDeath_ wrote:
Just dont automate one of the more important mechanics in the game.
I think automated/easier pick up* would eliminate tedious clicking and still maintain the fun in looting.
I need clarification to ensure I understand your position.
a) "There has to be a certain tediousness to currency collecting to secure it's value. It must not be one bit more convenient."
b) "I'd like to see a QoL-improvement for pick-up as long as it does not go to far*. Going to far would eliminate important aspects of the game."
I would disagree with a) and agree with b) (and go on by discussing how to achieve b*). Is that also your point of view?

*Ideas (that came up already):
"Item Magnets" that occupy inventory space in exchange for automated currency pickup;
Item "Small bag" that will fill up with nearby currency of ONE type (e.g. 5 Alterations fit in one Alteration Purse). Uses more inventory space than the currency-stack in the inventory would;
one key to pick up all currency in a radius of 20;
currency stacks replacing single drops without changing overall drop rate)

*Not an idea since we agree that it would be bad:
Automatically transporting all currency you walk by from the ground to your currency stash tab.
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 20, 2019, 6:44:57 AM
"
Lightelder wrote:
"
Marxone wrote:
Will it be easier for everybody to avoid buying low currencies because of abundance from autopickup?
Sure
Do I mind?
No
(...) Altho maybe easier non-automated way to pick up shit would be to increase the pick up radius and auto merge dropped shit into single stack.
100% agreed.



"
Kulze wrote:

"
MrsDeath_ wrote:

eventually yes prices would switch but prices would be determined by how rare a currency drops instead of what we have right now which includes elements of human perception and decision.
Hey! Wow! That's actually how it should be, supply versus demand.
I like that... just what people suggest here.

100% agreed. To both MrsDeath_ and Kulze.

Yes, any currency that has value due to it not being picked up would loose value. I don't mind that at all. While that currency won't make you money through flipping, other currencies still will. This would not hurt the game in any way. Currency values change constantly / per league anyways and no one bats an eye.



Synthesis: scourings = 0.9c, Orb of Horizons = 1c, Orb of Chance = 0.25c
Incursion: scourings = 0.4c, Orb of Horizons = 4c, Orb of Chance = 0.1c
These currencies have at least doubled or halfed their value due to changes in supply or demand. This does not hurt the game. Consequently, increased supply through easier pick up of low tier currency does not hurt the game.
I think. Strict and sound logic. Unless I have missed something?
Source: https://poe.ninja/challenge/currency and https://poe-antiquary.xyz/Incursion/Currency


"
MrsDeath_ wrote:
Just dont automate one of the more important mechanics in the game.
I think automated/easier pick up* would eliminate tedious clicking and still maintain the fun in looting.
I need clarification to ensure I understand your position.
a) "There has to be a certain tediousness to currency collecting to secure it's value. It must not be one bit more convenient."
b) "I'd like to see a QoL-improvement for pick-up as long as it does not go to far*. Going to far would eliminate important aspects of the game."
I would disagree with a) and agree with b) (and go on by discussing how to achieve b*). Is that also your point of view?

*Ideas (that came up already):
"Item Magnets" that occupy inventory space in exchange for automated currency pickup;
Item "Small bag" that will fill up with nearby currency of ONE type (e.g. 5 Alterations fit in one Alteration Purse). Uses more inventory space than the currency-stack in the inventory would;
one key to pick up all currency in a radius of 20;
currency stacks replacing single drops without changing overall drop rate)

*Not an idea since we agree that it would be bad:
Automatically transporting all currency you walk by from the ground to your currency stash tab.

ok.
lets give the middle ground a try.
i am fine with delve type grab your surroundings and drop at the end of a map/area.
but player HAS to pick up the currency himself in the end.
i am truly disgusted by the idea of an fully automated pickup tool. no pickup pets, no currency pocket.
same inventory but not fully automated. maybe stack the same currecies like 2x alch orb, 2x chaos orb instead of dropping them individually after delve type of gatherer drops it on your command.
+ give the gatherer an option to leave all the currency behind if you fail to pickup the items inside the map/ area.
just like delve if you fail to collect the items while you are alive you lose it inside that area. this can be done with being out of portals in a map or you forget to drop items gatherer did pick up.
this idea i might be ok with.
Trust your mind and strengthen your abilities!
"
allbusiness wrote:


Mobs possess zero danger to any good build in Diablo 2 outside of a super rare circumstance of Lightning Gloams with Fanaticism/Conviction Aura and Dolls (which can easily be avoided with max FCR and teleported away from).


LOL! You gave me a good laugh!
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
@MrsDeath_ Thx for the reply, I could get behind that.

Your reply gave me a new idea. I like it, maybe you do too. Has the downside though that it would need serious dev time (which makes it inferior to some other ideas here):

I would like to be able to hack through a zone without bothering with pickups. I like what GGG did with Incursion / Delve / Decaying memories: An item explosion at the end instead of items dropping throughout the action. So how about this:

Give the Instance Manager (the thing you get by strg+clicking an entrance to an area) a new option: Collapse instance right now and drop everything from it at your feet.
No more picking up during the action, just at the end.

This approach would unfortunately need these game-mechanic changes:
a) strg+click on a portal opens instance manager with option to collapse instance and drop loot at your feet (otherwise this solution does not work for maps and other areas without a fixed entrance)
b) loot can drop in hideout. Or hideout receives a designated "loot pit" where those items can drop. That would be similar to a remove-only stash tab. Devs could probably even come up with a cool master that introduces this feature and unlocks the loot pit at a certain point in the acts. He might have some steampunk-item to explain this mechanic in-lore.
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 20, 2019, 9:43:33 AM
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MrsDeath_ wrote:

Nobody trades in such low currencies ? Are u kidding me? Is this really what your argument based on ?
I personally know people who do trades in "such low currencies" and i do them myself aswell. There is a market for trading low end currencies and making profit off the difference between price margin. Im starting to think people are clueless about poe's trade system here.


Margin is something for a trading-game, not an ARPG. It has not even a bit of relevance to creating an enjoyable game-mechanic if loosing that would be a downside of it.

Also the margin only comes into existence because it's such a bother get stuff sold there fairly often.

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MrsDeath_ wrote:

There is a whole trade section for bulk currency trade. Its not just one map trades that happen in poe.


The majority is, otherwise is rare. 2 for Guardians usually.

"
MrsDeath_ wrote:

If i had to give an example it would be jeweller's trade market. Its pretty profitable for someone who can read the market.


Once again, personal profit < enjoyable mechanic.

"
MrsDeath_ wrote:

Just dont automate one of the more important mechanics in the game.


Manual currency pick-up is not one of the more important mechanics... you're doing something MASSIVELY wrong if that's what makes or breaks the game.

"
MrsDeath_ wrote:

i am fine with delve type grab your surroundings and drop at the end of a map/area.
but player HAS to pick up the currency himself in the end.


That goes contrary to the 'tedious' complaint, hence not viable in any form of auto-pickup-system.
You're getting back to point A while we already were at point D or so.

"
MrsDeath_ wrote:

i am truly disgusted by the idea of an fully automated pickup tool. no pickup pets, no currency pocket.


Why so? The former reasoning for de-valuation was clearly debunked with easy examples, hence why?

"
Lightelder wrote:

b) loot can drop in hideout. Or hideout receives a designated "loot pit" where those items can drop. That would be similar to a remove-only stash tab. Devs could probably even come up with a cool master that introduces this feature and unlocks the loot pit at a certain point in the acts. He might have some steampunk-item to explain this mechanic in-lore.


This on the other hand - especially the 'loot pit' is a good idea. It would at least separate the stops during a map from the picking up of items.
Trying to pick up items when the screen is empty just to have something off-screen you shouldn't be an option, this would alleviate such issues as well while being a good QoL-mechanic going into the right direction.


Though, sadly you'll find out that at the current state... I would say that 10-20% of the whole loot just gets deleted once again during that... much like memory fragments of strongly upgraded maps as the quantity is too much to actually drop it afterwards. Never got fixed sadly.

Hence why my suggestion would be to do the following:

The map stays normal.
After the map you're going to the loot-pit.
You have an overview of all items in a list and pick out the ones you want to take.
You can take only enough to fill your inventory-space with how many portals were left.

This way both people who want to pick up stuff during the map as well as those preferring to do it afterwards would be pleased to a degree.
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.
"
Lightelder wrote:

b) loot can drop in hideout. Or hideout receives a designated "loot pit" where those items can drop. That would be similar to a remove-only stash tab. Devs could probably even come up with a cool master that introduces this feature and unlocks the loot pit at a certain point in the acts. He might have some steampunk-item to explain this mechanic in-lore.

i do think it would be a bad idea to directly send the loot into your ho.
players has to choose between using portals and filling their inventory.
we dont need any other stash or pit to save the loot in. that might add more complications about how to save the loot.
Trust your mind and strengthen your abilities!
"
Kulze wrote:
Margin is something for a trading-game, not an ARPG. It has not even a bit of relevance to creating an enjoyable game-mechanic if loosing that would be a downside of it.
You seem to enjoy the action. I do too. I also spent hours crafting, watching guides on how to make currency or I look an eternity at my PoB to save 2 skill points. Some players maybe do not enjoy the action. Here is a video of Chris Wilson stating that certain players only care about new crafting mechanics in a league: https://www.youtube.com/watch?v=pM_5S55jUzk&t=6s

I would consider much fewer things to have "not even a bit of relevance to creating an enjoyable game-mechanic".

I personally enjoy several of the aspects you see as totally unnecessary. E.g. I like to look at the meta and try to predict what will increase in price, when to stash exalts and when to stash chaos. Spotting a niche in the market, a supply shortage or a demand spike: That feels really good. Consequently I strongly disagree with this conclusion:
"
Kulze wrote:
"
MrsDeath_ wrote:

If i had to give an example it would be jeweller's trade market. Its pretty profitable for someone who can read the market.
Once again, personal profit < enjoyable mechanic.





"
MrsDeath_ wrote:
players has to choose between using portals and filling their inventory.
we dont need any other stash or pit to save the loot in.
Good point, I did not consider that "Portals left to carry full inventories out of a map" is a limited resource. Personal blind spot, since I prefer to leave stuff behind rather than travel back and forth.

Imo a loot pit shouldn't allow me to stash additional items.
Possible solution: As soon as I enter the pit, I can fill up my inventory. When I leave it to unload my inventory, everything left behind will wash away into the ocean.
This would even add a new layer: Do I use the loot-pit or do I expect so many drops that I am not satisfied with one full inventory (->don't order the NPC to suck items into the pit)?

Kulze's idea is cool, too. The list needs to look nice, though. After all PoE has this feature where you actually see the item on the floor, not generic sacks.

As for the "loot getting lost by the transfer if quantity is high". Hmm, overly-optimistic me would say: GGG learnt from Synthesis and will be able to solve the issue in the future.

But since one gazillion items in one small area seems to result in engine-problems: Maybe the pit can only suck half a gazillion of items in.
If we reach that cap: The pit stops -> we collect one inventory -> our NPC burns the pit's remaining content in his oven as soon as we leave the pit -> enough fuel for another loot-pit-charge (only if we reached the cap). Another half a gazillion items can be sucked in. And so on.
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 20, 2019, 5:55:38 PM

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