Making items' pick up less tedious

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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