0.2g and planned new Strongbox "quality of life" is SO tone deaf

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Glorfndel01#6465 wrote:
Nah, those orbs solved the flask issue for anyone who knows how to apply them.


Oh, didn't know they made them able to be on 100% of time as long there was charges, while mapping like when we used them the flask piano way. I thought it was just triggers, like charms on poe2. Good to know that.
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vexorian#9572 wrote:
This is such a massive overreaction to a completely harmless UI improvement. But okay.


Disagree. There are more pressing matters but focusing on this is telling.
There still isn't a combat log.
A large chunk of skills are still dogcrap.
Acolyte is a dogcrap place holder.
There still isn't an in game detailed loot filter.
Still cant search for nodes on the atlas.
...on and on.

But lets add icons to strong boxes.
Indeed an overreaction.

People are ignoring the complexity of those changes. That strongbox improvement looks very simple to do and shouldn't demand a lot of time from Devs.

I can't see it delaying significantly any of those more complex changes that were mentioned on previous comments. Specially those that depend on balance team as well.
This feels like a reach to conflate two issues that are otherwise unrelated.

The strongbox UI improvement is designed to allow players to engage the mechanic without interrupting the flow and pace of play to access their inventory. Relative to its simplicity it will have a huge impact - especially for folks like me who run with Atlas and Waystone modifiers that are increasing the frequency of strongbox encounters.

These are precisely the kinds of simple QoL updates that GGG is constantly accused of neglecting. It's an extremely obvious, low-effort change that improves the game for many and watching folks try and turn it into an opportunity for negativity and criticism honestly just feels very petty. Regardless of your feelings about other issues facing the game, you should be able to acknowledge something that is clearly a positive.

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Disagree. There are more pressing matters but focusing on this is telling.


Right, so the thing is that there will be absolutely no need for anyone to "focus on" this change. The amount of effort involved is absolutely tiny compared to the other issues you mention. I wouldn't be surprised if the screenshot in the notes is from an internal build of the game where this feature has already been implemented and validated. This is what we call "low hanging fruit." It's an easy win for what probably amounted to a few hours of work for a single developer. The impact it will have had on other work and priorities is immeasurably small.

There have been more man hours invested in this discussion thread than probably went in to adding these buttons to the in-game UI.
New player's 2 cents:

I get that selling stash tabs is income for GGG and that's fine since its a free to play.

Maybe I'm missing something but wouldn't reducing friction to send ground loot to the stash automatically promote more stash purchases?

The more items that go to the stash, the more incentive there is for purchasing stash tabs.

If all the currency was auto sent to the stash, anyone without the currency tab would buy it pretty quick - though I suspect most players buy that already. Same with other loot types. Hell, even equipment could be sent to the stash automatically if they had a built in filter that could be set to auto send, which would incentivise people to increase their stash space.

No?
Last edited by AlexF#2207 on May 12, 2025, 2:30:15 PM
There's so many things that can be done to remove friction in inventory management.

Currency getting its own tab in the inventory would be a good start.

Quest items are rare and far inbetween, and we carry them for very short times so it's mostly a non-issue, just a very temporary inconvenience so I'm fine with that.

The POE2 invenotry is 12x5. I don't have any mathematical analysis or statistical results to show that this is too small, but after playing Last Epoch with its 12x8 inventory, LE has infinitely better inventory QoL, especially with its Sort button that packs different shaped items together.

If the idea of adding those currency buttons to Strongboxes is to "avoid disrupting the flow", why don't we have a Sort button to quickly pack our inventory so we can continue to pick up items?

Why must we find a safe place to stop and manually shuffle items around to make space?

Doesn't that "break the flow"? Or is that supposed to be an enjoyable part of the "flow"?

Sure there are people who enjoy playing Warehouse Simulator while mapping, and I say let them have their fun! But why should the rest of us who couldn't care less how our inventory is arranged, also be forced to do that?

There's a distinct double-standard when GGG wants to present something as QoL. The rationale they use to add certain QoL that promote the content they design, somehow magically doesn't apply elsewhere.

I don't preach for infinite inventory. But a slightly bigger inventory definitely helps a lot, and QoL improvements like a Sort button and a currency storage tab in the inventory are obvious QoL improvements.

Heck, even item identification obstructs the flow. How many times have you picked up something during the campaign or mapping, identify it, then throw it on the ground because it's garbage? Why can't all items drop identified and let the loot filter do its job properly?

Becuase somehow, item identification is "fun" for GGG and it is worth breaking the flow. Or maybe even it is exactly the kind of enjoyable flow that GGG envisions.
Dear GGG employees that aren't reading this,

Here is a link to the actual problem. Since you thought we cared about the strongbox UI.
https://www.pathofexile.com/forum/view-thread/3779671

Thanks for never actually acknowledging our feedback,
A simple pleabian that plays your game.
Last edited by DankWeebTrash#7386 on May 12, 2025, 4:25:00 PM
[removed by Support] I just did my first Strongbox with the new UI and I'm giddy like a schoolboy.

What a perfect QoL tweak.

Aww, come on support. It was a quote from Talladega Nights.
Last edited by Kerchunk#7797 on May 14, 2025, 10:31:12 PM
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Since you thought we cared about the strongbox UI.


Dear GGG, we cared about the strongbox UI. This is amazing. Please keep it up.
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Their adding what is (in my opinion) a very good qol change to strongboxes.


It is indeeed an improvement upon what exists, but IMHO it's tackling the wrong problem.



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But lets give him the benefit of doubt that hes not asking for unlimited inventory space.


Well, that's a better response than others here, thank you. :) Also, not sure how we ended up talking about Stash, the issue is related to Inventory.

In short:
- Strongboxes can spawn Normal or Magic, so you need at last 2 orbs to tackle those scenarios. They can also spawn unidentified, so in order to save a trip to town when finding a strongbox, you need to carry those 3 items, which means sacrificing 5% if your Inventory Space.
- Additionally, Strongboxes generate items, and if you want to take advantage of disasembling or selling those, you need to spend more time with trips to town.
- By adding this QoL, I fear they're doubling down on not fixing the above problems.

In terms of solutions, I can name a few, :
- Let people use orbs from their Currency Stash tab. All this would do is save those precious 3 slots from your Inventory.

- Alternatively offer dedicated slots for these currencies. These could fit to the left of the Gold indicator under your Inventory.

- Make the strongbox an item which you can carry in your inventory, which you could open when back in town. Opening that pickable Strongbox item merely takes items from it until you have no more Inventory space, or the last item is taken, at which point the strongbox item disappears.

- Additionally, give us an item the likes of "Scavenger Tools" much like Scrolls of Wisdom, where you can spend one to disassemble an item. This would allow you to get resources from looted items without a trip to town

The above or a combination of, could tackle some of the issues expressed by the repetitive tasks surrounding Strongboxes, whereas this latest change, while certainly a QoL improvement, is still lipstick on a pig. :)

Thanks for listenning,
Last edited by kell_pt#7882 on May 16, 2025, 9:41:27 PM

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