Vacuum Pickup
My issue with using other arpgs for ideas is that the arpg genre is mostly unsuccessful due to too many design or implementation flaws in some way or another. To me, it is like relying on a broken clock to show the right time. Most of the time you'll be given the wrong time, and the few times you are given the right time, you don't know it or you don't trust it. Some of these ideas look good and make sense when you look at it from another game, but it's hard to tell if this is because it was patching up other major issues the game was having, if it was good within the specific context of that particular game's gameplay, or if it happens to be the least bad thing about the game which would obviously make it look better than it actually is.
If we were talking about a much more successful and established genre like say.. fps or mobas, then I'd see more merit in borrowing ideas from other games. But as far as arpgs go, it's like poe, then this massive cliff, then everything else. I do get annoyed at some of the ways loot drops in the game still. Like when 30 things of perandus coins drop it's annoying to have to pick each one up. I'm sure ggg can condense some of this stuff to be a little less tedious without damaging their idea of good interaction. But I just don't see a world where they would ever allow auto looting to be a thing in any capacity. |
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" Seems to me like you could try to widen your horizon a little bit. Just a single example would be Grim Dawn, which is massively successful as an ARPG and also (fairly recently) added auto loot into their system. I love it, it's great, in Grim Dawn. I would never want that in POE and I don't think the developers would either and here's why: economy as result of being massively multiplayer. Trading is tedious for a reason, auto loot isn't in for a reason, death penalty is there for a reason, max amount of portals per map are there for a reason. Everything works the way it does by design and it's up to us to like or dislike it, but ultimately, a lot of it being core design, it's a take or it leave it kind of thing. Fundamental changes often impact too many things, despite seeming relatively "easy" to implement. Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more. 'Cause it's a bitter sweet symphony this league. Try to make maps meet, you're a slave to the meta, then you leave. |
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" And this is EXACTLY the reason why we need it ! Since a few leagues now, we've had an EXPLOSION of loots in maps. Looting is really becoming a game in the game that forces you to micromanage every single picking action. The loot filter tried to address this issue at some point, but it's becoming more and more complex. I'm using my own (simple) loot filter, but I laugh a lot when I check popular loot filters with nearly 8000 lines of code !!!! If things continue like that, you'll need a degree in computer science to write a loot filter... tl;dr : Looting is getting far too important now, takes an increasing amount of time to pick the loots, and is detrimental to the real gameplay. |
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" Two words: Loot filter. Use it. If you're seeing this "EXPLOSION" of loot in your maps, that you're describing, your loot filter is not set up correctly. If you're letting drops worth 4 alt shards through your filter, then what you described sounds accurate and works as intended. Not the game's fault. Carry on my waypoint son, there'll be peace when maps are done. Lay your portal gem to rest, don't you die no more. 'Cause it's a bitter sweet symphony this league. Try to make maps meet, you're a slave to the meta, then you leave. Last edited by Xavathos#5130 on May 27, 2020, 8:00:42 PM
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You left me curious, can you kill a "stacked" metamorph in tane lab and printscreen it before picking any loot. Just so i can maybe make my filter "better".
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" Best of luck to you. Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more. 'Cause it's a bitter sweet symphony this league. Try to make maps meet, you're a slave to the meta, then you leave. |
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" I’ve said it multiple times. What is needed is a special currency that you can buy and it would go in tandem with your inventory stash. Add a button to the gui and press it to pick all currency that is visible on screen. You don’t want to spend money on it? Great, pick your currency one by one. I would pay for it as many would. |
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" Dude, seriously ? Loot filter is precisely what I'm speaking about, as a "fix" to the loot explosion (that happens ofc BEFORE the filtering) and that becomes increasingly hard to address, even with a filter (read my post again : 8000 lines of code for a filter, seriously... check NeverSink filter for example...). The problem has been discussed again and again and Chris had some statements about it. The loot explosion is so important that it causes performance issues. Check (for example) this link (that's the first one I found after 5s googling, but there are many others) : https://www.reddit.com/r/pathofexile/comments/avk813/the_item_clutter_problem_has_ggg_ever_mentioned/ |
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" I'm not denying that there may be too much loot in the game, the vast majority of which is utterly useless, but this is inheritly true for every game in the ARPG genre. D1 and D2 had this. The reason is that you progress your character to a point where only the most rare drops are of value to you, but at the same time there are people playing who haven't reached that point that do want the other stuff that drops. You seem to be stuck looking at this from your own personal point of view only and there's nothing wrong with that, but it helps to realise it when addressing issues that affect us all. I know from personal experience that too many drops at the same time cause performance issues, or more specifically, bottlenecks. You can easily test this yourself when killing bosses in certain high tier maps when they literally explode in hundreds (unfilted) of items and the game freezes for half a second due to the number of calculations being made. A loot filter doesn't help alleviate that problem, as the loot drops regardless of any filters applied after the fact, I get that. That is a problem. But you're also talking about clicking on things to pick them up and that and the subject above are two very different things. I still don't think that auto loot, the subject of this thread, is something that POE needs. The too much loot issue is another topic on which we would probably see eye to eye. Carry on my waypoint son, there'll be peace when maps are done. Lay your portal gem to rest, don't you die no more. 'Cause it's a bitter sweet symphony this league. Try to make maps meet, you're a slave to the meta, then you leave. Last edited by Xavathos#5130 on May 28, 2020, 1:45:29 PM
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" First thing, the explosion of (unfiltered) loots. Second thing, to click things to pick them up (matter of personal choice). But actually the concern here is yet another third thing (as stated in the first sentence of the first post in this thread) : to be compelled NOT to pick things because of game (timed) mechanics. "I feel pushed to just keep moving because of the time limit (...) and don't have the time to pick things up until I've finished the map". This is where a better loot picking system would be useful. I don't know how, but GGG often comes with great ideas (Azurite vacuum is nice). I have faith in them, and I do believe such a vaccum or autopick system, if well implemented, could be really nice, especially if GGG continues to propose league content with zoom-zoom timed mechanics. |
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