Making items' pick up less tedious

I have defined a fairly strict filtering, and even so I know that at least 90% will go directly to the trash because not a good roll etc…
it’s part of this kind of game and even of the fun when you finally discover the one with the right roll of implicits and the right affixes.
But having to stop our progress or back track to pick up something and in most cases say “ok trash…” I’m not maso enough to find that fun :smiley:

These two statements are pretty close to being mutually exclusive. If you’re tossing 90% of what you see and pick up, your loot filters are not doing as much for you as they need to be. I’m also not really sure why you’re even picking things up when you can just look at the tooltips on the ground, since so much of the unfiltered loot is trash. And…

This is already a feature included in the loot filter system, but it seems you may not know it or be using it? So it seems to me there are probably issues with your process and execution.

To be frank, what you’re saying comes off to me like you’re not making an honest suggestion as much as being coy about what you really want, which is some form of autopickup, because you know you’ll get jumped on if you say it outright. Whether or not that’s true, that’s how it sounds when you repeatedly bemoan having to pick up loot in a game that’s about picking up loot.

You’re railing against a pretty fundamental piece of gameplay for any game that has loot in it. There is no change that can be made to eliminate what you don’t like which doesn’t also break the entire core gameplay loop. Loot is going to drop on the ground. You are going to have to “stop your progress” or “back track” if you want to pick it up. There is no way around it.

There may be a point at which you need to consider that a loot hunt focused game is not for you.

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Dude learns to read before answering trash, and especially accusing me of dishonesty or whatever.
All I’m suggesting is having the ability to enlarge loot text so you don’t click away in the heat of the moment 1 out of 2 times.
I saw the emphasis option in the filters, thank you for your condescension, it enlarges the text but not the area on which you must click…
I thought that on an early access game I would find an open-minded population, in that I admit that I was seriously mistaken…
Anyway I spent hours on D1 D2 D3, on PoE even more, and other RPGs… so your moral lessons and come and explain to me what it’s for me or not, it’s just pathetic…

Just to come back, if I may, on the subject, the suggestion is to have a configurable option, everyone being free to use it or not.
I don’t see how that encourages people to come and spit their gall here, if it’s not something you would use just move on.

Are you suggesting a hotkey sequence like “control ~” to change text sizes on the fly? If that is what you were meaning, that was not what I got from the original post. So to be direct bronco’s answer is not far off. because you had/have difficulty articulating what you think the problem is as compared to the functioning system, then you start lashing out at him which is against the TOS.

Picking up items has always been a bit ‘wonky.’

I do not want auto-pickup. I’d never ask for that nor do I think it’s even remotely necessary.

But there is still something just not intuitive or ‘quite right’ about picking stuff up now. I’m not sure how to vocalize it but when I click on an item I want, I expect my character to walk towards it or, even better not move at all and just pick it up. But often times, my mouse will click on it and then suddenly my character starts to walk in a "completely random’ direction AWAY from where I just clicked. I immediately react like NO THIS WAY and click back and then it just gets into this loop of not going the right way.

Then you have to make the realization that the stuff on the ground doesn’t EXIST in the actual world your character is in and he has to move to where it actually IS in the program world.

It feels wonky and weird. and it has been more than aggravating at certain times that I will often just stop picking stuff up because it’s not worth it.

I don’t know how to explain it any better. I’ve not experienced that sort of strange ‘maneuvering’ in any other aRPG I’ve played so I don’t really have anything to compare it to.

Purely my user experience of it.

Thank you for your concern, but I got a solid C- in my English classes so I think I’m good.

https://i.imgur.com/qJZl25k.png
:thinking:

Seen elsewhere

It’s far from perfect in this form and could be simpler but the idea is:

  • It applies a global scaling, no need to recolor category by category for an insignificant gain in terms of size
  • This is not an automatic pickup
  • It allows whoever wants to adapt the display to its resolution / gameplay
    you are free to configure it or not, it does not impact those who do not feel the need

That kinda sounds like an issue where there are “too many” item ground labels so they have to be spread out which means that the labels away from the middle of the group can be significantly further from where the item is on the ground than those labels in the middle. LE doesn’t dynamically adjust the positioning of the labels like some other games do as you pick gear up but it will if you turn the ground labels off then on again.

This used to be most obviously a problem in the Lightless Arbour reward room if you went nuts picking options before they were capped.

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That doesn’t change the size of the box though, only whether the text is capitalised (with the occasional replacement of the name with a random ASCII string just for funzies).

Those boxes are two different sizes.

They are the same height, the emphasised one is obviously wider (approx 214 pixels v 175 from the snip I took)… Given ground labels are wider than higher the most effective way to make it easier to click on would be to make it taller rather than making it wider & that’s not what the emphasis loot filter effect does.

Technically it’s one pixel taller, which would normally be super pedantic but OP did suggest 2-3 pixels in difference. But, more importantly, the ask in the OP was only for more width, and the point was that the Emphasis option does that already as a natural consequence of its function.

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Yeah, they’ve talked before about why it happens.

Regardless, it still feels wonky the way picking up gear currently occurs. If you get a horde of shards littering the ground (not just gear) it still happens as well. Always feels a bit ‘off’ to me. Not terrible, mind you, but personally it doesn’t quite work.

Just a brief note on the topic from discussions and testing that we’ve done. Having some ground item labels being different heights is a non-starter. Unless something dramatic changes, we have no intention of making the height variable from item to item. Similarly, having the clickable area being larger than the visual area is also not going to happen.

Both of these things cause major problems when larger quantities of items are on the ground and without something revolutionary (that I can’t even fathom what it could look like) we aren’t going to add those options.

Having a setting that scales all ground item labels uniformly is possible but we don’t have any plans to implement that feature yet.

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This already appears to be the case since using the emphasise rule capitalises the item name which makes it wider than the non-capitalised version.

Sorry, that’s not what I said. Having the width scale based on emphasis is fine. We can’t increased the clickable area outside of the visible item label area. This is because if you have the above situation, you could click on one but it would pick up the other item.

The reason that variable width size on emphasis is ok is that you already have a variable width from item to item based on name length. They all have uniform heights which is the important aspect to keep.

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Yup, totally misread what you said…

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You think that but after you play a game that pickups the trash for you, which you DO want and have infinite space for theres no reason not to have it always being sucked up like a vacuum even from 4 screens away

Torchlight Infinite gives you a pet which picks up trash currency which would be LEs shards but it does not loot gear nor higher shards or currency, you need to pickup them up to feel the weight.

Dreading playing other aRPGs like PoE after this

Thank you for your answer and transparency, appreciated.

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