I’d asume even with multiplayer and bazar there’s no need to have the shards in your inventory. I’d guess that you can put shards directly from your forge storage into the bazar. Otherwise it would be very impractical.
I’m not a fan of automating everything. Clicking on one affix shard to collect several around is ok for me. Perhaps increase the collection radius a bit.
I don’t know why shards are stored in your inventory first. @Thyworm has mentioned it could possibly be to reduce database traffic when collecting the shards.
Maybe it’s a good idea to have a separated inventory space for shards and glyphs only. This way the shards wouldn’t block inventory space too much.
It could be to give the player the sense of “Ooo, I collected a thing”, the “store crafting mats” button glows when you have shards/etc in your inventory & who doesn’t want to press the glowy button?
There is one already, it’s the crafting inventory. IMO, having a separate space for just shards/glyphs/runes would be a waste of space most of the time since they’re only in your inventory for a short amount of time.
Does it work this way for you? Do you have or need this feeling? Most people that I met so far don’t have the need to really see the shards in the inventory.
If there is any need to store all the shards in the inventory it might be a good idea to have a separate inventory section. This way the shards blocking space for items wouldn’t be a thing.
It’s 3 clicks everytime
open inventory
store shards
close inventory
And if your inventory already is full of items and you just have 6 slots left, you have to do this very often until you get the next opportunity to sell your items or store them in your stash.
Agree on the map, it needs at least 5 times extra zoom out.
All the stuff regarding auto-pickup crafting and auto-storing it in craft inventory makes sense - it may as well be treated like gold with how people just automatically pick it up.
This is indeed an issue, item level should play even more of a role in the affix tiers it rolls and they should have a minimum total tier based on level/rarity when appearing.
Maybe if it comes with a cost. I would certainly pay a lot of gold to make forges work better for me.
I don’t think it should be linked to a quest. Endgame content for specific crafting runes maybe.
I agree, if one guy could make it work in Chronicon, there is no reason a proper team cannot do it here.
There can be an option for auto-loot crafting stuff, but that should be optional and teached to the player that this option exists.
It can be incredible confusion for newer players to “auto-loot” stuff when it doesn’t appear in your inventory(speaking of crafting shards)
With some proper introduction to this kind of system and and option it will not be a issue though.
Auto-loot Items/Gear on the other hand should never be a thing. That devalues like half of the gameplay loop of an aRPG… not sure why people want that.
Yea, but when looking at what an aRPG has been in essence, that seems to defeat the purpose of playing the game.
After the story and content is beat, which for most aRPGs is relatively easy to do, the game is just about doing the same content over and over with the goal of gaining loot. The REAL goal of aRPGs is incremental improvement of gear. Taking out the search for that gear and automating it turns the game into a task akin to a job. At that point the game stops being fun and lots of people quit the game.
There are some things that seem good for convenience sake, but end up working against the point of playing a game.
thats why auto-pick up should be a thing,.
to me - Always be forced to look at 99.99999999999999999999% of the gear IDONT WANT / NEED for my character is just wasting a time. in early games like D1, D2 there want that many drops and items were created in such way that sooner or later (reasonable time-search) was able to find better item.
in most games currently as above 99.99999999999999999999% of items is absolute garbage.
Thats why I proposed here or in discord, scaling the minimum permanent values on the item in accordance to character level.
For simplicity’s sake lets say an chest piece can have some permanent value between 20 and 100. Now:
Up to level 20 included the value is randomized between 20 and 100.
from level 21+ the minium value is always character value - so the range would be 21 - 100.
at level 50 we would have that value ranging from 50 to 100
at level 99 it would be 99 - 100
so with item perm,. stat value range 0 - 200 the minimum value would raise up 2 point per char level: level 10: 20 - 200.
and with stat value 0 - 50 it would scale 0.5 point per level rounded down - which means 1 point of minimum value risen is 2 character levels.
Char level 50 would get 25 - 50.
Be Aware: Values presented are in easy-to-understand way. I know values of statistics and characteristics differ in game in ranges - so treat this as simplified example of an idea.
Loot filter should already reduce or eliminate “useless” items for you. Automating picking up the items (Other than gold/crafting mats) destroys any sense of reward for playing. It just seems like it would end up harming the longevity of the game due to unseen psychological responses. It seems convenient on the surface, but would be detrimental.
then don’t make it permanent - make it choosable - this way everybody wins and devs would see if the idea was any good or not and if it destroyed the game or not.
Let’s be honest - any change to the game can be devastating to the game - it’s all about “if a player likes/dislikes the change”
let me say this:
can you predict the unpredictable?
some will say yes, and some will say no.
Every change that happens has predictable consequences and unpredictable consequences - and thats global statement.
lets say there will be ful auto-loot, autopick option, many players may love it and hate it, many can quit the game and many may join cos of it
Then why is it so fun in chronicon? It certainly doesn’t devalue legendaries or true legendaries there.
You only put things on autoloot if you were going to put them at the very top of the filter anyways, nothing is lost that was not already lost in the process of making a loot filter. Everything you don’t autoloot you could still check on your way, it simply saves the hassle of getting a repetitive strain injury.
I was talking about gear mostly. At a certain point in mid-endgame you won’t loot many gear pieces anyway, because you are looking for upgrades or possible shattering. Tha amount of loot you really want to collect at that point is not that much anymore i would say.
Auto-looting gear is weird for me. Maybe early on when you want to sell gear you always want a full inventory, dunno. But that’s just not how i would like to play any aRPG.
Especially very rare items like legendaries or something similar in other games will be rare enough anyway so “looting” them is not a hassle at all.
So i still don’t understand your points, but well fair enough, everybody has his own opinion, i guess that’s why we are here.
If stuff like this is some sort of optional feature you can enable in the option i don’t see anything against it, but i will never ever use something remotely similar.
You seem to be expecting auto-loot to pick up everything, that is not the case. In chronicon the auto-loot works the same way as the loot filter, you select the rarity and items you want to pick up - then it does that for you.
I know from experience that it actually ends up feeling good.