It would be nice to see keys (e.g Arena, Soulfire Bastion, Lightless Arbor, Temporal Sanctum) be stackable instead of separated individually as single keys. This would save players stash space as we tend to accumulate them rapidly when running monoliths.
Oh man this would be so great! I have an entire stash tab dedicated to keys
Yeah, this is something that has been requested and is really needed. I think the devs have a plan in place to do this.
Agreed. Iâm now on my 3rd build, which finally seems to be one where Iâll be able to progress past the second tier of each arena. Iâve just been saving them in a tab, and (because this is my 3rd character) I have an entire tab of nothing but keys. While I have enough gold to buy more tabs, it just seems unnecessary. Then again, at this point maybe I should also stop picking up keys, but part of the reason I havenât is because I havenât been able to fully complete any of the arenas, so I donât know whether or itâs going to be worth keeping them or not, or which ones.
It is planned, but not as easy to achieve technically.
Mox talked about this one time and basically with items that stack in varrying quantities the integrity and reliabilty is very important so that there is no loss of items.
I think right now they do not have such a system in place.
So implementing this is not a sole little feature, but requires some major background technical stuiff to be implemented and tested as well.
But it is definitely on their list.
They could stack them the same way they stack crafting resources and call it a day. No need to implement new mechanic.
Crafting materials are not âstackedâ they are just a number in some seperate stash.
In your inventory they also donât stack.
So then they would need to implement a new system where the door takes keys from your new âkey stashâ
Gets the job done.
Like crafting, so not so new.
Not only would they need to create a special key space akin to crafting materials, they would also need to make it so you can right click them to show the dungeon on the map like they keys currently do, something the current system doesnât allow, theyâd need to come up with a system that would let you sell the keys (arena keys are worth quite some gold and are a good gold source for players like me that hate the arena) or gift to friends, etc. And once thatâs done, theyâd have to remove the existing system as well.
All that takes time and effort, testing, etc. So itâs not as straight forward as it might seem.
Things that seem similar arenât always easy to create and integrate in existing systems. Especially in a game that has so many interlocking ones. Thatâs programming 101.
Itâs probably a lot easier to implement something like a keyring, a container that only accepts keys and that stacks them inside. That barely changes existing systems.
You realise the only difference between a âkeyringâ & a key-version of the current crafting âstashâ is that one would be a âphysicalâ object in the inventory (ie, visible to the player & interactable with) & the other wouldnât? I know that blessings are treated as items just that they donât go into the main inventory I think that crafting mats are similar in that regard, in that when you press the âsend to crafting inventoryâ button, it just moves them from the main player inventory to a non-interactable inventory (I think).
So everything you said (testing, interaction, etc) about the âspecial key spaceâ counts for the âkeyringâ as well.
Yes, but changing the âspecialâ stash to be directly interactable so you can right click it for some effect and to allow removing something from there to sell is a pretty big change. And then having to change the inventory system to not allow keys in the stash.
However, making a keyring a physical object that just accepts and stacks keys is a lot simpler to make and doesnât interfere with the special stash in any way.
You donât even need to restrict keys in the stashes that way. You can just place your keys in them as you do now, or place them in the new keyring. Much less changes that way and theyâre restricted to the thing youâre changing.
EDIT: youâd also need a new button in the UI to transfer them to the special stash if you used the same system.
EDIT 2: Iâm not saying that you canât create a special place for keys like you do for crafting materials, just that itâs not as simple as copy paste the current one and change crafting mats to keys.
Not really, youâd just have the current cutton send crafting mats to the crafting stash & keys to the keystash/ring/whatever.
Exactly, & neither is a keyring.
My point was just that itâs been my experience as a programmer that most of the times itâs much simpler to create a new system than to adapt/expand existing ones. And it was done mostly as an answer to the suggestion that since the system already exists it should be simple to adapt it to keys, which it really isnât.
We donât want this game to become a Key Ring Simulator â˘âŚ
Iâd have to disagree. Many games have it where u can stack similar items together.
Thereâs nothing complicated or interlocking about key objects that are the same. You stack them up in a data structure or a list of some kind, they each get their own unique id and u can easily keep track of them. The more difficult job is the ui implementation of splitting and deciding what happens when you have multiple stacks in multiple areas (inventory and stash) but there are easy solutions to that problem.
We could also get rid of keys as items you hold (but can still be picked up and dropped as item) and they can simply become a number we keep track of without worrying about extra stacks or ui implementations.
Except that currently, when you right click a key, it will travel on the map to show where the dungeon is. And, more importantly, you can sell keys. And arena keys are worth quite a bit of gold. So itâs not as simple as having a number.
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