Alt still doesn't work to show mod levels for items on the ground after patch.
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bugid 943,575,069
Holding down alt does not allow you to view extended mod levels for items on the ground as stated in the patch notes. I have verified that "show full descriptions" is checked. Yet another unpaid Path of Exile 2 Alpha Tester. Last bumped on Mar 17, 2022, 12:49:56 PM
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" This is intended. Displaying the mod level/tiers on an item on the ground has been removed. The patch note for the change was: Using the Highlight Key when hovering dropped items now displays minimum and maximum defensive values again. | |
" well, this seems an unfavourable nerf.... This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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Ah. Sorry for the confusion and thanks for the clarification. Unfortunate that on-ground mod detail functionality won't be returning.
Maybe in a future update, the tier of mods can be represented succinctly without requiring in-depth filter rules. Ex: Tier1/tier2 mods, have a tiny green star next to those mods. Mods which have a range have a tiny white dot if they are either the minimum or maximum beneficial value. But now I'm digressing into a feature request. Thanks! Yet another unpaid Path of Exile 2 Alpha Tester.
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" The only related mention in the 3.17.2 patch notes was... "Showing Advanced Mod Descriptions is not any option any more, it is now always on." ...there was no mention whatsoever of them being changed to hidden when on the ground, it specificity states that they are now ALWAYS ON! The item filter system can still see all the information, so I suspect players not being able to really is a bug and whoever has been looking at it at GGG has not understood the problem, and only fixed the defence range part of it. If that's not the case and the information is now being hidden intentionally, well... I really don't understand why that would be, unless all the related filter commands are going to be removed in the future too! :( Last edited by xDertaHx#5752 on Mar 16, 2022, 6:36:17 AM
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" That seems like a terrible design decision. |
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Soooooo. The bug just became a feature? Unless I am missing something?
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" This is speculation, but I suspect there is a good reason for this in attempts to improve the overall game experience. Going all the way back to Blight league, I've observed in very juiced maps, the larger number of items on the ground seems to cause higher latency between the instance and the client. As items build up, you can see periodic spikes in latency from the in-game metrics. Similar behavior is observed with very large packs. Concurrently, when item filter labels are applied to a "large" number of items this deadlocks the client causing a disconnect back to login. Ultimately, this is incredibly frustrating and can result is a very expensive investment (map, scarabs, sextants, etc) loss for the player. I'm sure you've seen this before: Very juiced maps, you accidentally hit alt, the client freezes and you're back at the login screen. Again, speculation on my part but I believe this is due to the item labeling part of filter api/calls spamming away at the instance or in-client data to query each item on the ground to apply labels; this in turn deadlocks the client with calls ending up in either a case where the network stack becomes deadlocked (blocked by the label processing) or the server becomes deadlocked (blocked spitting out item details). When this happens, you can see a single core vcpu spike to %100 utilization, so, I suspect it's more client than server related. In any case, I suspect truncating each item's details to a digest helps reduce whatever is causing problems here at least until some future where core functions can be rewritten (PoE 2). At any rate, it's not ideal and ultimately (at least for me) this 3.17 change in behavior makes me not want to engage with certain game mechanics anymore. Rather than take 10,000 years to pick up and evaluate every corrupt rare that drops, looking for good rolls or spending a very long time trying to program in incredibly detailed loot filter rules.. I just filter out 99% of corrupt/identified rare items out, completely avoiding that game mechanic. As I mentioned in a previous reply, maybe something very similar to the mini-fied view of an item's sockets: if there was a simple tiny-icon display on each item representing presence of high-tier mods and/or well-rolled mods (stars + squares?) I think that would be a nice QoL feature replacement and even an improvement on the looting experience with likely little overhead compared to the existing full-mod details blob. Yet another unpaid Path of Exile 2 Alpha Tester.
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" ??? |
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" If it was what you think why they did it, the first thing they would have done is move the highlight button to another key than ALT. It's so well positioned, right bellow QWERT, that I can't count the number of times I've hit the ALT key by mistake and got kicked out of the game when I ran Nemesis 3 maps. Last edited by Silverpelt#6095 on Mar 16, 2022, 4:21:18 PM
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