Quin69's idea for "basic" built in filter (actual good take)

So the idea of a basic built in filter was brought up at the recent meetup and apearently Aris (AvoidingThePuddle) changed some GGG minds a little bit with an observation about lowering the barrier to entry for new players by having a simple or basic built in filter and Quin threw out a couple ideas that feel like a really simple but flexible system the jist of which is clipped here:

https://clips.twitch.tv/HelplessInquisitiveHumanKAPOW-8O2oTQmMNYw-BVUo

Hopefully the link works.

I love this idea personally it would even potentially be useful in tandem with a real filter. Culling all basses under a threshold, giving some bases an exception "on the fly".

I use filterblade for this right now and find both the UI and the over the top fiddly-ness (for lack of a better word) of unpredictable rules clashes and defaulting to "overriding rules" to be one of my least favorite aspects of every new league. And I'm someone who's been editing text files since the days of modem configs for Doom multiplayer. I learned HTML in the 90's have modded countless games. And I find it cumbersome... imagine the average gamer never mind the newb.

Bopping into the filter screen and putting super basic "override" rules in would be nice IMO. Maybe even allow dragging items into it.

Clicking on an item on the ground and pasting it into the filter with "don't show me these" just make it super literal so unintended consequences don't happen, if that thing drops influenced well it still shows up until you add that one in explicitly.

"Don't show white items that are lower than" Drop down menu with a few basic options. "<3 levels" for example.

Also have a "whitelist" if I want to chance a Pillar of the caged gods I go find a white Iron Staff probably from act 2 vendor and I drag it into the filter window and select "whitelist" and then "make this item Tink"

Basically an object oriented simple filter.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Mar 23, 2024, 7:42:35 PM
Last bumped on Mar 23, 2024, 7:25:21 PM
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