Maps with 20% -> 100% Delirium should have affinity with Delirium stash tab

Hi,

Maps with 20% -> 100% Delirium should have the possibility to be associated (through affinity) with Delirium stash tab.

Just like Blighted maps can be associated (and stored in) Blight stash tabs.

This would solve the following problem : I'm using a Map stash tab to store my maps, and I control click my new maps to store them in this tab (with affinity), but rarely check precisely the mods on the map prior to this.
The maps will go for example in the map category sold at 1c each, but sometimes this map has several layers of Delirium attached, and of course I wouldn't sell it for 1c, or even wouldn't sell it at all.

The technology is there, just mimic the affinity behaviour of Blighted maps for Delirium maps, please.

Thank you !
Last bumped on Jul 9, 2021, 7:05:47 AM
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YES THIS!

Searching for the dropped delirious or blight maps I accidentally stored in the map vault is almost impossible and damn annoying.

For that matter, just fixing the damn search option for the map tab would be fine. Being able to search "delirious" is all you need. And not sure why that doesn't work already.
Last edited by jsuslak313#7615 on Jul 6, 2021, 3:15:41 PM
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jsuslak313 wrote:
And not sure why that doesn't work already.


I would bet a nice $100 that it is because of database optimisation. GGG is a business, servers cost money to run, and loading stash tab data to your computer for searchability consumes server resources.

Some players have suggested implementing a local cache and then having the server check againts hashes of your cache to ensure fidelity, but other players countered that hash check calculations would just make the computation load even worse.
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Agree
but @adghar, the search function already exists...it just doesn't work properly in the map tab. You can still search it, but then you have to hunt for the map and once you actually find it, it lights up properly like all other search functions.
Last edited by jsuslak313#7615 on Jul 8, 2021, 2:05:23 PM
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jsuslak313 wrote:
but @adghar, the search function already exists...it just doesn't work properly in the map tab. You can still search it, but then you have to hunt for the map and once you actually find it, it lights up properly like all other search functions.


Yes, that's the point. Currently it appears to only load from the database for each individual map's tab (aka the T16 Burial Chambers once you click it, the T16 Beach once you click it, etc. Two clicks, two tabs loaded.).

In order to load every tab at once, you would probably increase each player's load on databases by 10000% or more (10000% coming from the fact that there are 164 bonus objectives, and probably most players won't have every a copy of every map but more like ~50% of every map, at varying tiers, so probably 61% of total possible Maps regardless of tier is a fair estimate).
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I don't really see how that makes sense...when you search for something it already loads and searches every other tab that you own in your stash at the same time. What would it change to then also search all the map tabs? I don't understand how that simple process could be a 10000% extra load on the servers...what does it matter how many there are? You can have a quad stash completely full of the same item in every single slot, and when you search it there is no load problem.

I am not a programmer so I apologize if this comment is ignorant, but I just don't see it.

Also, the unique tab is formatted in much the same way (multi-layered tab) as the map tab, without this same issue.
Last edited by jsuslak313#7615 on Jul 8, 2021, 6:30:54 PM
So, since I'm not a developer on GGG's team, it's fully possible I'm talking out my behind. But -

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jsuslak313 wrote:
when you search for something it already loads and searches every other tab that you own in your stash at the same time


I haven't observed this behaviour at all. In fact, I observe the complete opposite behaviour - when you search for something, it seems to only load the tabs that you click one at a time. Have you observed any evidence of searching within tabs you haven't clicked into yet? If so, that would be a massive gamechanger, but I haven't seen any evidence of that aside from searching regions or tiers within the Map tab (which doesn't require fetching specific attributes of each item, such as whether they have enchantments or not - for example, currently all Atoll Maps are located within Haewark Hamlet, so you don't need to index any Atoll items to know that a player searching for Haewark wants the Atoll tab highlighted. i.e. the region is an attribute of the Map class/type/base/whatever-you-want-to-call-it, not any specific Map. In contrast, Maps may be enchanted with delirium or not enchanted with delirium, whose attribute value depends on the specific item).

I just tried this test - I searched "Esh" in my junk tab, then I clicked to my fragment tab, and it slowly cascaded the items highlighting from all highlighted to just the Esh splinters/breachstones highlighted. Then I erased "Esh" from the search bar, and retyped it in - this time, it highlighted the Esh splinters/breachstones instantly. This is consistent with only the tab you've currently (or recently - i.e. within the same instance server) clicked into being indexed at one time.

Each time I click into a new tab, the highlighting process slowly cascades from highlighted to not highlighted, implying that it's doing the calculation at the time of clicking - and then, when I retry the search, or flip back to tabs I've already clicked in during a particular instance, the highlighting process is instant, implying it's just calling back to what it found the first time I clicked into a tab.

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jsuslak313 wrote:
Also, the unique tab is formatted in much the same way (multi-layered tab) as the map tab, without this same issue.


I don't own a Unique tab so I can't test the nuances here - but I've read from many, many other players that they are frustrated that the actually have a worse issue in the Unique tab, which is that they can't search by Unique modifier (e.g. if you type in "spell damage" you will get nothing.) That indicates that instead of retrieving item data when indexing for search, it only retrieves item name, which would allow it to treat each mini-tab (I presume that each item is given its own mini-tab?) as a single object rather than an actual mini-tab - similar to the region/tier highlighting stuff I described above for map tabs).

======================

Basically, the way I think of it is similar to a valet. GGG doesn't want your computer overloaded with cars, so after you cram your cars full of junk, the valet goes and parks them in a nice orderly garage. Then when you view your stash tab with its 1, 2, 3, 4 etc. each number is not the car itself - it's the valet ticket that lets you say "hey I want tab/car number 1, please go fetch it" when you click it. Then the valet brings you your car/tab number 1 when you click it and you can rifle through to see what you stored in your car.

If you see any evidence of the cars/tabs actually being there pre-loaded without you ever clicking into them, i.e. they don't load on click but rather load on beginning of your game session, that would be an absolute mindblowing exception no one has ever seen before. Would be interested to see that.

EDIT: And things like Unique name in the Unique collection tab, Map regions, etc. - those are the times you're able to simply search by valet's ticket, rather than the contents of a specific car. That is, a valet's ticket might read "grey Honda Accord" and so obviously you don't need to fetch the whole car to see that you have a ticket for Honda, or for grey, or for Accord. But when you want to search for "fuzzy doggy toy" the valet has no idea which car that fuzzy doggy toy is located in, so it has to bring out each one of the cars you know you own to check to see if the toy is in there.
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Last edited by adghar#1824 on Jul 8, 2021, 7:01:38 PM
GOOD suggestion! Make the delirium tab useful like that please!

Also give the same treatment to maps that have an extra blight encounter(not talking about full blighted maps) for the blight tab (optional affinity ofc)
Last edited by arknath#4740 on Jul 8, 2021, 10:44:52 PM
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arknath wrote:
GOOD suggestion! Make the delirium tab useful like that please!

Also give the same treatment to maps that have an extra blight encounter(not talking about full blighted maps) for the blight tab (optional affinity ofc)

Indeed +1

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