Over 10 Exalted and 8 Unique Armors lost from boss drop due to no returning portal from town to dungeon

Where did I do that? All I have done is explain why it is like this and why it is unlikely to be fixed any time soon. Shrug.

To me, it doesn’t make sense to let players teleport in and out of dungeons freely. Once you use the key and enter, you have to get through it, or you fail. You can basically town portal from anywhere in the world, as long as you are not inside a Dungeon, or Monolith Echo.
This is the way.

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Agreed. But it’s never been an issue because players tend to learn very early you don’t haul back so much loot you need to portal. There’s just never been enough good loot dropping for it be a thing. Loot filter is very powerful for a good reason. They also tend to learn very quickly that if you leave anything on the ground and port out, it’s gone.

I am a loot hoarder. I have 30 full stash tabs that are all sorted neatly into item type, and I constantly have to leave stuff on the ground. It was definitely hard to get into the mindset of leaving stuff behind, but it’s a part of the game.
OP is going to have a TOUGH time getting enough stash tabs to keep up with the loot hoarding. Eventually the player has to make tough choices, but we all learn in the end.

I am also a loot hoarder. I also have 20 high level Alts to feed so I am also looting for multiple chars. I have 60+ stash tabs full of great items.

However if I had not taught myself to be brutal in my evaluation of loot to bring back and keep (and spent a LOT of time perfecting loot filters), I would have surely needed 600 stash tabs by now.

Even hoarders can adapt.

Exactly. That is what I had to do.

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I collect, then sort and bin a lot. I bin more than I keep, it’s almost a 1:25 ratio. I simply just want to keep a few to reroll. But I want to look at all the loot at the same time instead of stopping to check and then remembering if I have something similar in stash or not to make a decision to leave it or loot it.

Below is directed at the general audience of this thread:

Better decisions are made when you have the whole picture instead of pieces of it. I’ve had enough of this thread. Devs made a decision and seasoned players have grown to accept it rather than trying influence change for the better.

Pity on the new players of this game when they all inevitably get this rude shock of a feature, which now seems to be quality of life than basic necessity in an ARPG.

I’ve whined enough. But here are some leaving suggestions that I’ve just thought up, whist reading and compromising with those that have posted.

  1. For dungeons - allow players to come back into the boss dungeon them after they’ve killed the boss and exited to the next area with stash.

  2. For monoliths - send the unpicked loot to a temporary stash tab(s) which gets deleted 15mins after the stash is opened after a monolith clear, with the options to auto drop on the ground at the stash and/or shatter everything from that tab.

Both ways won’t circumvent your “permeance” map or not approach. These are just poor band aid approaches.

As for my replies and some comments in them, I meant them for the rest of the audience, sorry for the confusion if caused. Apologies for any misleadings/spelling/grammatical errors as this is the first time, I’ve posted in forums in over 15 years. I do like this game and I do want it to succeed hence I’ve given my time and words. But this is the last post.

Thanks all for reading, now back to stopping and checking loot every ~20secs.

It sounds like you need a better loot filter. If 96% of what you loot is trash then filter it out.

It is not a bug nor an issue. Instead of teleporting to town you can just go to the next area where the gambler is and you would have the stash there and you might be able to go back to get your loot. Now as many times I did the dungeons I have never encountered this issue on having too many items on the ground so I cant be sure if it will work but next time do try that.
I am sorry to hear about your loss on the items but now you know for your future runs.
I will actually do a dungeon run ASAP and return with an answer on that idea.
Edit: No you cannot go back to the boss area after going to the gambler so I assume it is like that for all the dungeons which makes me think that this can be at least one option to workaround this issue OP and others have encountered.

This would slowly turn the game into an auto-battler. I get that games like World of Warcraft sends notable loot to your mailbox if you leave it behind in a dungeon, but there is only so much hand holding the game can do.

If you stop to check loot every 20 seconds, I have to agree with the part of the community who say “skill issue”. I doubt you are getting uniques every 20 seconds, and if you are stopping to check random items, you have most likely not dived into loot filters.

I agree that there are QoL things they do need to implement, but being stubborn about playing the game the way you play any other game and not adapting to the way the game is, and then complaining about it on the forums won’t get you anywhere.
I don’t know if you’ll brush me off as a part of the “bunch of kids start to flame the person”, as you so nicely put it yourself, or if you’ll actually sit and think about it.

A lot of people play a game in a way that essentially handicaps them, and then complain about the game not being “handicap friendly”, when the game clearly shows you that not every item is worth your time.

First question:
Why are you waiting to stack so many prophecies at once?

Second question:
With your (further down mentioned) amount of play-time… how didn’t you ever realize that leaving any area will make it reset?

Third question:
If you’re playing as long as you said, how didn’t you even know that portals are ‘1 try’ situations? Which should be self-explanatory given that the result of failing is the loss of the key.

Diablo has no hardcore themed dungeons.
Torchlight is the same.
MMORPGs generally don’t have them either.
PoE has the Laybrinth, which has the exact same problem you’re describing, so that one falls flat.
For ‘etc’ I’ll implement Grim Dawn which also has that, since it’s one of the best ARPGs on the market.

It’s not common but also not uncommon to have those mechanics.

With knowledge of the mechanic + forethought it is no problem.

Neither/nor. It’s an intended functionality which makes you choose items by value rather then grabbing every single thing laying on the ground. This includes uniques/exalteds. You’re not supposed to pick them all up when you get beyond the stage where your inventory fills up to the brim each time.

Then don’t pick up the trash but instead only the ‘good gear’. Problem solved.

Because you’re not getting top-tier loot in such quantity that it needs to even have such a mechanic in the first place.
Non-LP common uniques are worthless both for yourself + the market, so no need to pick em up in the first place.
Also common 1 LP uniques are as worthless, but we could start arguing there slowly but surely.
2 LP+ as well as rare uniques won’t drop in such amounts even with 10-15 stacked prophecies (why would you wait that long though?) to clutter your inventory being being useful.

It’s also not needed in absolute and utter end-game of the end-game.

The mechanical answer to it has been provided by a poster above. It’s a minor inconvenience, improvement would definitely be nice, 100% on your side!
It doesn’t warrant a major outcry though.

In 90% of the situations you’re not even forced to stop and look at the loot, you can just pick it up immediately.
That’s given you have an appropriate loot filter applied to your play-situation.

The other 10% of the situations are either entirely avoidable and if not at most cost you 1-2 extra minutes.

So very very low priority.

Because as you mentioned:

We don’t. The game has hundreds of flaws, but accepting that 90% of them are definitely higher priority then this one is also a part of any game.

Sure, nice to have it solved, not warranted to reduce performance of servers or the client in a major way though.

Yes

No, unless you fucked up your item filter majorly it’s at best every 1-2 hours for a minute.
The hyperbole there is not fitting the situation.

You realized your mistake, limit the amount of prophecies hence.
Do 2-3 trips.

Because that’s not the case. So it’s a wrong statement.
PoE + Grim Dawn example above.

Yes

Why would you in the first place? The majority of that isn’t useful for you or your secondary classes.
Also waiting on spending so much favor actively hampers your progression since spent favor also applies to reputation, providing you with a higher rank beforehand.

If you wanna talk about getting the max exp/hour and loot/hour then also apply it to your faction ranking.

Sort exalted items by affixes then + only display T7 or double exalted items.

Yes, because as a player we have to adjust to the framework of the game, not the other way around.
Albeit always within reason for both sides, neither devs can willy-nilly create arbitrary systems (as too few would enjoy it) nor the player can willy-nilly demand miniscule changes which nonetheless have a huge effect on the game’s performance (since it would lead to a mess of a optimization issue).

For monoliths it actually counts as simply interrupted, you still have access to the reward in the future if ended prematurely from your side.

But generally the notion is true.

That’s a viable and good solution.

If your opinion doesn’t fit with what the community generally has it doesn’t mean it’s bad.
If that’s a dealbreaker for you though you might need to search for a game with a small-scale community where you have a lot more leeway in argumenting your point of reasoning.

You’re extremely and unreasonably defensive. That has nothing to do with flaming. The argumentation of some people can be a bit less ‘down from above’ but that doesn’t inherently deny your point.

It’s not 100% optimal, yes that is accepted, no the alternative is not viable in the current state, maybe the future.

If you have a suggestion on how to fix it without changing the main premise of the dungeon (hardcore aspect, 1 life) + it not affecting performance majorly then be free, nobody stops you from that and generally people are also quite open about those situations.

They’re not about ‘this is bad, it needs to be fixed, make xyz which has been cleared up why it can’t be done by devs, do it anyway!’.
That’s no line of proper argumentation, even if you have a valid point people will get defensive then if you want or not.

TLDR:
It’s a rare occasion and doesn’t warrant a change, this causes map permanence to be a lower priority then performance.

It’s not that hard now, is it? The answer was given to you and is a 100% viable stance from EHG. Hence further argumentation after the answer is provided needs to have some points to be viable:
-A hard- or non-avoidable situation which is decently common.
-A variant which doesn’t affect performance.

Yours is lacking both currently. It’s easily avoidable and it would affect performance otherwise.

With more high-end loot in the future the stance of this point will probably change, but that’s not the case… yet.

And even then a barely existing situation in the first place since it’s entirely avoidable without too much effort.

Which will probably change in the future I imagine, it’ll be something EHG is going to tackle sooner or later if it persists.

Me, since doing a 1-time content of any time which is created around a HC mindset even if it is in a SC setting does create a situation where choice of loot and limitation of what to carry with you gives it a special feeling of weight for the rewards. Having to leave marginally useful items behind for highly useful ones is a interesting setup.

There’s a difference between saying ‘it’s not warranted’ and being against you.
Important difference.

Same to me.

That means you can adjust your loot filter to be more strict about the exceptions which you’ll bin, hence reducing the amount of displayed items in the first case. The - very rare - loot explosion for unique items in CoF then also warrants a 1-2 minute break to look which ones are actually useful, hence what to leave behind and what to pick up.

Then you’ve solved the whole conundrum already with your own efforts but without a need to adjust the game structure around it.

Yes, because there’s viable reasoning behind it in several stacking instances for this one exact problem you’re providing and far less reasoning to change it.

I know, their world is going to burn down, all meaning being gone and them not knowing what they should do with their future /s

It’s a far less severe issue then you try to make it out to be, unless you have an argument which revises my opinion there at least.

A good option would be to spawn a stash into the boss room after beating the boss, this could be down reliably. As well as providing a stash in the ‘in-between area’ from section 1 to 2 in a dungeon given the new prophecies which can trigger on rare mobs.

For monoliths there is not a single reason existing to have this currently. It would cause the reason for picking up manually to be heavily diluted, something the devs aren’t keen to do.
I’m on your side there that I find it arbitrary, but it’s also not a major issue, rather flavor of how the game is played and what people enjoy.

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I ain’t reading all that, but I like that you agreed with me lmao

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it’s fine the way it works, you can forge crap on the run, use a better filter, and stop hoarding useless crap, its either an upgrade or not.

This thread isn’t feedback, it’s yelling at the game for a problem you created through a mistake you made that you should have known better than to make.

Write all the BS about “the game should be better for everyone!!!” that you want, but there’s no problem in the game here, you just screwed up. Be an adult and own it.

If you want to realize the ‘state of the game’ look at any part of the recent Dev stream they hosted. The dev literally was a fat neckbeard, but appearances aren’t everything. However, the way he talked matched the way he looked. Condescending answers to every question as if he was the fat comic book guy from the Simpsons.

This is a dev team that allowed Lagon to be bugged for over 4 years, before they put on their work boots, did nothing, and instead added two tentacles you damage. The whole fantasy of the fight is ruined since it’s not really ‘epic’ to be attacking a couple of limbs the whole fight.

So appreciate the game for what it is, a fast paced ARPG mess. As soon as I saw the CoF buffs I knew I would get overwhelmed and stressed with too much loot. Merchants guild is a lot more fulfilling anyhow since you get to feel like every drop matters.

I called the devs out on this AGES ago, the game used to have a really great drop rate where you felt your heart race when an exalted item dropped. Now I get 10 exalted items per speed run. It’s embarrassing to be honest.

Despite how it’s voiced I… actually and sadly have to agree to the majority of it. Bar the entrance part, albeit that was a funny read.

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