Currently we can only see what type of item shard can be used on and what bonuses in general it provides. I think it would be very handy to be able to see a chart with precise numbers for every tier of affix including exalted tiers.
Also currently search option only searches shards by name. It would be very helpful to be able to type “over time” and see that we can also use “level of chthonic fissure” to boost damage over time even if we do not have a single copy of this shard. This way players at least will know how to set up loot filter.
This is what 3rd party sites are for. No game provides this.
You can already find all this info in LETools. I don’t think there’s a need to have this specified in the game.
This I agree with it. Would be a good change.
In fact, I’d say that all shards should be visible, even if you don’t have one in inventory. It’s just greyed out and you can’t use it, but it would still be useful to see what it can roll into with chaos, for example.
Yeah I know LEtools have this feature and I see absolutely no reason why it shouldn’t be included in game. All it takes is to expand shard’s pop up window.
Because it’s not vital information for the game, because it brings too much clutter to the information provided, but most importantly because it makes any future adjustments of values that much more bothersome with the likelyhood that you forget to change one number and everyone is screaming “BUG”.
We also don’t have a way in-game to see all the armor variations and their respective implicits and roll ranges. Should that be present too?
Same for idols. Should the game present you with the information of all the affixes it can roll and respective tiers and ranges?
Same for shrines. Should the game present you with a list of all shrines that can appear?
Same for bosses. Should the game give you boss stats and boss drop tables?
Same for any drop table.
That is information that is best served in 3rd party sites. Presenting all that in-game just encourages the “spreadsheet” playstyle even further and makes any future changes/adjustments that much harder to make because you have to change lots of different places where that info is presented.
I mean… would be kinda helpful though plainly spoken. And I don’t see what it would take away, just saves up in double-checking. So not against it, also not high priority on the other hand.
Opt-in function.
Should alleviate that mostly then.
And it’s related only to crafting and the existing shards you have, so knowing what they actually can do would be nice.
Not related to actual drops and revealing everything they can potentially do, which is another ballpark by itself.
That’s fair. But if you drop a gold ring, for example, should you then have all the ring base types listed somewhere as well? The principle is the same. You had a drop, you want to have information presented on its potential upgrades.
Actually the game informs me what types of affixes can be rolled on idols. It can be seen via loot filter. It also shows implicits and their ranges for all types of items. Assuming that we can not craft idols I see no need for this type of spreadsheet in game. At this point it’s all a matter of taste. You say “I don’t need it” and I say " I need it" and our both opinions are valid. Besides I’m taking about crafting and I see no reason why would you try to throw shrines and bosses into this bag other than to sound smart (sorry it doesn’t work). Following your logic we do not actually need to see in game ranges for mods that are already rolled on items, you know, press ALT to display additional information and yet we do have this feature. We could even use this button to display additional info about shards in crafting inventory to avoid making pop up window too big.
Except that we can sort of craft on them, via idol enchanting. So I’m looking at my idol and pondering if I can do better.
So according to you, I should have the whole spreadsheet available (including tiers and their rolls). Why should this be any different?
Because all of that is information that no game in the genre provides and it’s always handled by 3rd party tools.
And while you might say “you don’t need it” for loot tables or shrine info, someone else might say “I need it” and both opinions are valid.
It’s not the same thing. One if providing you with information on what you already have in your item, the other is information on what you could potentially get.
One isn’t cluttering the screen with info only a small percentage of people will care about, the other is.
Yeah, but that still falls under the drop-category for me. Items drop with affixes, I can’t interact directly with the affixes.
But consumables like shards are resources, hence I should know what to do with them and what they can potentially provide me. Do I want it or not? So in the crafting window the potential roll-ranges would be kinda nice, but not outside of that area.
And as @Zeratai mentioned we already have that information via MG or the loot filter, would just be nice to have the roll-ranges showcased. In MG it’s mandatory to deal with actual values rather then ‘%’ anyway (How should I know what the heck the percentile for let’s say 53 health is? I want 53 health, not… 68% roll-range! )
So given that especially I don’t see much of an issue.
Yes, the loot filter and the market both provide ‘what you could potentially get’. It lists all uniques, all roll-ranges (outside of unique roll ranges) and all affixes existing… unles EHG forgot something again, but that’s on course as usually if that’s the case
Loot filter shows you what affix can be rolled on specific idol, not their range. This is an information you suggested doesn’t exist in game, or at least you made it looks like that is what you were saying. Only ranges loot filter displays are implicits on items and that’s enough for loot filter.
When it comes to idol enchantments I would be very happy to be able to see list of all possible enchantments we can get on idol when we place it on crafting table, but it’s not information that I particularly care about.
Reason why I brought crafting shards is because we already can inspect shards to display additional information about them in crafting inventory. Unfortunately this informations are not very detailed. Pressing ALT to display chart would be enough to make them better.
Also saying that “other games do not provide this type of informations” is a poor excuse. LE already provides detailed informations about many things i.e. block calculation in Guide that are usually ignored by other games.
TBF, you don’t get individual hit damage, you get aggregates. Which is the important bit to know if you’re doing more or less damage.
You also don’t get the spread for how much of each element you’re doing. And you don’t get a DPS counter.
So the game is giving you minimal information to let you play it. But not the full information (which you can usually get elsewhere, or will once Dammit finishes the planner for all skills).
You could get that also via a bar, the visual representation is sufficient for our brain to understand it. But it’s simply harder to decipher.
The question still isn’t though ‘why do it?’ but rather in such a case ‘why not?’
And yes, I know it can be a slippery slope, but if respective reason as for the ‘why not’ are provided I would say it’s reasonable to not include it… but otherwise?
If it doesn’t hurt but provides upsides (if properly implemented, that’s UI dependant to be clear) then it’s usually a good addition. If it hurts… obviously not
Depicting the roll-ranges doesn’t lead to excitement like ‘I dropped this awesome item at that boss, so now I know I should farm that boss’ for players which aren’t using any 3rd party information. That’s to be upheld as well as possible unless another system demands the information to be given away.
But at the moment a information is already available in-game I would say that at least then - and which would be the case here - it can be implemented in other easier to decipher ways simply, as then it’s pure QoL.
Sure, but you can apply that to everything. Like you said, slippery slope.
Why not include all the information in LETools and Tunklab in the game? My answer to that is that it would bloat the available information to a point where it becomes a disservice to new players.
To be even more fairester, it’s also for minions (which get multiple hits at once when in a group) and for fast hitting skills too, like warpath.
Aforementioned ‘non 3rd-party users’ would be deprived of their enjoyment of surprise and exploration.
Which I would say is a viable point.
Much like I would say ‘Reduction of replay-value in a game lacking said long-term gameplay progression value a bit still has been a good reason against mastery respec’. But here we are
To lean into this type of decision making though puts the responsibility in the hands of the developers purely, to decide which parts would adhere to their design philosophies and which not.
Optimally in a hence gradually expanding document listing them into categories.
Double optimally for customers to read up on to get a more clear picture on what EHG actually has as a picture in mind.
And triple optimally if they add a date of inclusion onto that so formerly denied design aspects can be re-evaluated based on changes in the game and moved over from the ‘maybe’ list to the ‘no’ list and vica verse.
This creates a streamlined development pipeline with a clear-cut route that’s both allowing devs to create content in a more targeted manner and future additions already in mind… while also giving the players feedback on what to roughly expect to come in the future. It’s proven especially with indie game roadmaps that are often set down for 5-10 years even that this type of communication creates a more ‘settled’ community with overall better reviews… even if the state of the game is sub-optimal at times. Mental stability.
That’s the fairesterest comment I’ve read in a good while