One of my favorite parts of PoE is the drop sounds that happen when you use loot filters. It instantly alerts you to stuff that you want including the differences in item nameplates and whatever.
I’d love for a change in LE to implement different loot drop sounds for specific rules on our loot filter. I believe that would enhance the game greatly.
It’s a recurring topic, along with beacons. Lots of threads about it over the years.
Long story short is that devs would like to do it eventually, it’s not easy to do without impacting performance for now.
Mike said to create a suggestion for it on his stream today, so that’s what I did. The other topics are closed so I couldn’t bump them.
I’m not saying you shouldn’t have done that. I actually searched and there are currently no open suggestions about it, so nothing wrong with that.
I was just giving you a background about it and why it’s not yet in the game.
Last time Mike said something along this lines mastery respecc was announced a day later .
Not the same thing. Mike never said this will never happen. He always said he’d like to add this (and beacons) but it’s not easy technically for them at the moment because of performance issues.
Same for increasing the number of rules.
Mastery respec is a totally different issue where they went from “Never gonna happen because your mastery is your class and is part of character identity” to “Yeah, nevermind, here you go.”.
this something I would really like it to make into the game. It feels kinda bad having this nagging feeling -that maybe you forgot to pick something good- every time you leave an echo.
I still don’t know how sound queues would lead to perfomence issues. This is something I want explained pretty badly because I can’t even grasp why this should lead to issues.
this game uses Unity engine, and as a senior backend developer who also has huge experience in unity, I can say that its the simplest thing to add to the game.
Regarding performance they should use Unity’s built in ECS system to implement it (run sound on a different cpu core/thread), thats it
It adds an additional check on every single rule whether to play a sound or not. And since we’re at a point where Mike himself has admitted that they can’t increase the number of rules (thus, number of checks) currently because of performance issues, this would only make it worse.
No one said it’s hard. I assume both sounds and beacons are simply one more check to make and not that hard to implement. But we’re already at the performance limit with the current filter system (to the point where the loot falls in a staggered manner, like when you open the echo chest reward, rather than all at once), so adding more to it will degrade it further.
I assume they already use different CPU cores for a lot of other things. I’m pretty sure they aren’t just leaving unused resources lying around without using it for something. So doing that will remove resources from other stuff that is already using that.
As I said, this is something they said they would like to add. Currently they can’t. I assume it also doesn’t have a very high priority to them for now. But they never said they don’t want to do that or that they’re opposed to it. Quite the contrary. So I assume it will come eventually.
Okay then shorten the list of possible rules by 5 and add sounds. I never had any issues with performence even if I used a fully decked out loot filter. Guess I’m lucky then ^^.
That’s because they have taken steps to ensure this wouldn’t happen. Mostly the staggered drops. Which is why it takes up to 5 seconds for all the loot to drop when you open your echo chest reward, rather than just dumping everything to the ground all at once.
The loot filter is good, it’s just too much loot drops (in my opinion).
That is just a side-effect of not having tailored loot to your character/build.
And with how easy it is to setup a very rudementary loot filter that hides a lot of stuff you won’t be interested it is a small price to pay.
Also with how crafting works (and most importantly will work with the new runes coming in 1.2), a lot more loot will become usefull in some capacity, that would be otehrwise useless previously.
if loot is below a certain threshold I’d assume it just not drop at all (for any class). It’s just creating lag
That’s not how filters work. In any game. Especially because disabling the filter is a thing. It’s not an uncommon occurrence that I use the temporary filter disable hotkey to see if anything good was filtered out.
The game needs to drop everything always. The loot filter just makes it so you don’t have to render the labels, which is already a huge gain in performance.
Single player games generally do just delete the items actually. Slormancer and chronicon both delete the items if they are not on your filter. Slormancer goes an extra step and auto sells them or destroys them for mats at a reduced rate.
This is probably not viable for live service games because it probably uses extra server power vs just your pc having to do a little bit of extra work to go “actually that blue item that dropped is shards now”
like people often times ask for “let me turn off effects like in mmos” that actually uses more resources, because all its doing is applying transparency, you so are still loading the asset, but now its just 0% transparency and it has to go through the effort of making it transparent., so it often times can make lag worse depending on the source of your lag.
even if the loot is hidden its still there. causing lag. maybe if you had options in the filter for “stuff like X and Y to just stop dropping” that would help.
Auto selling/salvaging is a different thing, which you can already do in games like D3/D4.
I don’t think it’s simply server power. If it was that, they’d just delete them as well.
I think It’s the fact that you can disable your loot filter to see what you missed out on. Or the fact that your friend can join and have loot around the place.
If it simply deleted the item you could be deleting something you want without having a chance to know it.