Please add auto pickup for runes/glyphs, etc…this slows down the game play and breaks channeling for channeling builds. Also, improves my health by preventing carpal tunnel for my finger. lol At least make it auto for the common ones. Also color the rare ones so they stand out from the common drops.
I was talking more about rare Rune and Glyphs having a specific rare color, but yes certain rare affixes have a specific color. Brown for common and Brownish orange for rare. The point of my post is auto-pickup for common drops to include Rune, Glyphs, Keys, and affix shards similar to how you auto-pickup gold and memory amber. Its not like it is going unnoticed when you auto pickup and makes for a smoother game play. I find playing late game that I often leave tons of common/rare drops on the ground because it just to a pain constantly stopping and manually pick them up when I speeding through rifts. Auto-pickup please!!!
Common shards have absolutely no reason not to be auto-pickup, even early game they’re prevalent enough so there is no need to care about them.
As for runes/glyphs. Activating that gradually with more rare ones as we progress would be reasonable.
The manual pickup offers absolutely no gameplay upside as we have endless storage anyway and the majority of shards we pick up for example have exactly ‘0’ use-case as you progress, becoming abundant as time goes on.
For runes/glyphs it’s a bit better… but even most of them become abundant.
Rare ones should still be manual pickup, but for them it’s more about the distinct display and the moment of enjoyment having found something rare and the scarcity is after all supposed to not make it a prevalent situation.
There is no reason why all crafting mats shouldn’t be auto-picked up. You can walk over 3786125478512846 Gold coins and swoop them up but 2 piecs of crafting mats are somethign completely different. This is something that makes only sense in a PC/Console game.
Manual pickup is there to slow down people and that’s it. All the talk from EHG that crafting mats are pseudo items and they have big plans for them and therefor the need to be picked up breaks down like a card house.
First they were i nthe inventory and had to be sorted into the crafting mat tab, now this works just fine automaticly. Noone has heared about LE’s big plans for the items so it’s either years away or will never happen.
Picking up crafting mats is just an intenional roadbump to slow things down. At this point something very big needs to happen that makes crafting mats so valuable so I want to stop playing the game to look what crafting mat dropped and to pick it up.
If nothing like that happens I just keep my aluhat on and say that this is one way the devs keep to slow down players or make them miss some drops here and there. But it’s just crafting mats so not that big of deal because sooner or later everyone has enough of those anyway.
I personaly am used to pick those things up without thinking about it and don’t care if there is a solution this in the future BUT i think this mechanic is just there to be annoying.
With this line of reasoning then everything should be auto-picked up, including gear.
After all, you’re picking up gold, you’re picking up mats, you’re picking up keys, and you won’t pick up a ring or an idol?
Displaying leads to a dopamine release for rare rewards. So that would be a reasonable situation to keep it.
It’s about a balance between the actions the player needs to take and the ‘fun’ the player receives related to those actions.
Currently it’s not a positive, it’s unhealthy with the click amount and it doesn’t provide any sort of impact as the rare materials are ‘flooded’ with the others, reducing their visible impact.
Nah, not completely.
It has reasons, they were regularly mentioned in the other auto-pickup threads… but the majority of them have lost meaning.
Like… them being in that state because of future trading options… which fell through. Then the value of the click and time investment versus foregoing it and leaving them behind is a aspect definitely… but as said… we don’t have that, so that falls away.
Leaves only psychological impact, and common shards for example provide no reasonable impact… quite the contrary, they reduce it from the parts where it actually has one.
Another could be inventory limitations, but since we can also directly move them into the crafting UI (And it’s utterly baffling why that’s not a direct thing already rather then having it in the inventory at all) it doesn’t have any effect either, so that’s another potential point for it gone.
Yeah but as I said such stuff makes only sense in the gaming world. Like games with weapon switches that don’t consider putting weapons away and drawing new ones in the middle of a fight. PC/Console game logic is laughable to me sometimes.
i realy loved the old approach WH40k inquisitor martyr had. All loot map wide was gobbled up and afte the run you get your stuff. Then people were mad about it because they were unable to switch gear mid run and the devs changed it. When you played coop you needed to look everywhere if nothing was droped on the other side of the map. Went from brainafk split fun to a slog in one patch.
Then make a jakpot sound and let those rare crafting mats spin arround your toon in circles while vometing rainbows when dopamine is what you are after. I NEVER picked up any crafting mat in LE that was exiting or dopamine enducing. I see them as an unvoidable evil I have to life with.
What else do they do? You need to stop, pick them up and move on. If this isn’t slowing down I don’t know what slowing down even means. I have a lootfilter for Items I shatter. The devs made runes of shattering so stupidly easy aquirable I can get all I need from items when it comes to basic stuff. That leaves glyphs and other runes that may or may not be fancy and some of them have nice benefits so I’m happy if I have them but I NEVER catched myself saying “YEEEEEEEEEEEEEEES! A rune of Discovery! What an AWESOME find! I’m SO happy!”. neither have I ever heared someone I played with beeing happy about finding crafting mats or someone who was looking forward to all the nice crafting mats that wil be found today because it’s so fun to stop and to pick them up.
To me the whole thing is kind of a mess from “Beeing so important you need to pick them up” to “AoE loot into the inventory” to “Choose what you want to have instantly directly delivered into your crafting inventory”.
The big difference is inventory space. Everything that has infinite inventory space I put under ‘yeah, why not auto-pick up it?’
If they all shared a limited space it would create an interesting choice of which to keep. Right now I stop and pick them up until I have so many I can’t be bothered with it. That’s a meaningless interaction.
You can still have autopickup with limited inventory space. You simply pick it up until you can’t anymore and then you get some animation that lets you know you’re full.
GD does this, in a fashion. There’s an autopickup key where you just spam the key and it picks up everything in range until your inventory is full.
D3 also did this with blood shards. You had a limited capacity to store them but you still autopicked them until it was full, and then it just made some animation that let you know it was full.
I don’t disagree with autopickup for materials. In fact, this is one of those things where pretty much everyone agrees, which is a rare thing in a community.
I’m basically like you where I just don’t bother picking them up lots of times. Although that is part of the “decision making” the devs want you to make.
Is it worth going out of your way to pick up those lose gold piles at the edge of the screen? The answer is almost always no.
Is it worth going out of your way to pick up those common affixes that dropped at the edge of the screen? The answer is almost always also no.
So there is something to the devs wanting you do decide if you want to pick it up or not. Except that unlike item drops, there is never any real reason to do it, unless it’s a rare affix or if it’s already on your way.
If they had done 2 changes they talked about in the past, it might be more relevant. Namely, changing it so that you have less shard drops but in a higher quantity (so instead of 100 monsters dropping 1-5 shards you’d have 10 dropping 10-50), and also adding a mechanic that allows you to exchange shards for other shards.
If those 2 changes were in the game you could argue that shard drops are now more important and justify the decision making of picking them up or not.
But as it is now, the best argument you have for not having autopickup is just “Meh, it doesn’t bother me too much and I just skip them”. And that’s not a good enough argument to keep it as it is.
More != better in this case. If I get more useless items less often nothing changes. At the end of the day I stop an click to pick them up or leave them behind. A change for this was asked again and again and again and I have 0 clue why the devs insist on it while it is a topic that surfaces again and again and again.
I have no idea why they handle this like a hill to die on. Most likely there is some technical reason to it or whatever.
It’s not more. It’s still the same amount. You still get 500 shards in your echo. You just get 10 piles of 50 instead of 100 piles of 5. So less clicking required.
We already have autotransfer, which is also something they didn’t want to add.
I believe we’ll get autopickup soon as well. There really is no benefit to it and it’s one of those issues where you’d be hard pressed to find someone that would prefer the way it is.
We’ll probably first get it for the common shards and leave the rarer ones like Havocs and creations as they are now.
Yeah but the problem remains. This is nothing but a bandaid fix and people will still complain about a stupid game system that is there doing no good. It’s good for nothing. I know no one who went over every crafting map and then throws out stuff that is not wanted. It’s just stop, click, move on. Sure less clicks make stuff a bit faster but the problem stays the same. people make useless actions for useless stuff. Like back in the day when you had to click every gold coin to pick it up. Guess why this was removed from every modern day game?
What was another half meassure. A compromise after people brought the topic up again and again and again. Why do people need to bring this up even more? how many more threads need to pop up untill the devs get what we all know? This game mechanic suxx hairy week long not washed balls and people dislike it.
Getting kicked less often in the balls is surely a nice thing but it still is a problem you don’t want to have every other time. Just to keep our silly examples tradition running .
You indeed - and with guarantee - pick up a unique from a boss and were excited for it though… or a exalted base which you searched for and your lootfilter displayed it accordingly, right?
Same mechanic behind that.
Visual vomit has nothing to do with the psychological effect, it exxagerates it only… like in ‘Megabonk’ for example, they do the dopamine release aspect really well. Vampire Survivors with the chest also does. Not because it’s swirling around but it provides tension in terms of ‘does it upgrade? Is it good?’. Micro-doses of dopamine in succession.
Burns a player out quick though, which means it’s only viable for such short-term based round games. In a ongoing situation you gotta keep it subtle, hence a singular miniscule push which leads to a steady level rather then non-stop spikes which burn through your dopamine response system.
The things mentioned before, that’s what the do, the psychological aspect.
Imagine searching for a rune of Havoc, all you need to keep crafting. Then indeed it’s such a moment, just not as massive. Things don’t have to be 0 or 100. Mild enjoyment is what keeps long-term games like LE going.
Same backwards-ass fear-based design like GGG had with trade for years.
Actively hurting their product by being so stingy there.
EHG should go the damn full way as it has no distinct upside. They ruined all options to make it into one by now… so clinging to that is just utter nonsense.
I’m a tad bit different. i plan things out, ignore what i don’t need and I’m pumped when I find what I need while everything else isn’t that intresting but there is some sort of exitment involved for example if I find a random 3LP item.
I loved Wildstar for it then again. Every level up was like the game was celebrating you visualy and by sound. The VS chest is another example when it adds more beams and I sit there and think “oh…ohhhhhh…ohhhhhhhhh… hell yeah!”. Even more when I’m in a pinch and the upgrades were needed to get further.
So visuals and presentation takes kind of a role… at least to me.
Then I go farm monoith rune levels while I’m bored out of my mind. There are games where I was mining for 36h straight because it was meaningfull and important and the outcome was awesome. In LE needing crafting material X feels like a slog rather then something exiting to me. I just watch a series on my second screen or listen to an audiobook and run it down brainafk.
Yeah, and the crafting materials to achieve that - like a havoc rune for example - can fall into that category.
It’s fine if you don’t have it, but it’s a common thing to have the excitement happen. Isn’t much, doesn’t need to be much, the accumulating small things are what keep people going. Feel success in some way and you keep engaging. Feel no success and you stop engaging, in the simplest terms at least, bit more complex then that.
Which I absolutely agree with you, but that’s because the crafting mechanic itself lacks any excitement at all sadly. It does the job it is supposed to do and that barely, which is just ‘not enough’ simply.
I agree with you there 100%.
But because the follow-up mechanic which is sub-optimally designed doesn’t mean that the foundation shouldn’t be decent at least. It’s something EHG can’t keep in the way it is anyway long-term, so at least getting a miniscule positive experience out of it rather then having to backpedal later on would be a good start as my argument here.
No because crafting mats in LE, as I said already, are not fun or intresting. I will NEVER look forward to crafting mats. That mats are something I gobble up on my way and that’s it.
People dislike dieing as well, there are loads of threads about “overtuned” mechanics, should the devs get rid of damage as well? How many more threads are needed before this complained about mechanic is removed?