Potential Solution for the Auto-Collecting Shards Issue

I didn’t say it’s strictly superior, I just said it’s more efficient for game play pace.

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But that would stop you from just picking up every shard and wanting an autocollect feature… You would only pick up the shards you wanted in the first place… not everything.

Sure… but only because there is an unlimited store in place already… if the store was already limited this entire thread would probably be asking for more crafting material store and not for an autopickup feature… :wink:

That ship has long sailed. If they tried to do that now, the backlash is something they probably wouldn’t recover from. Can already see the review bombing and mass exodus…

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Doubt it would go that far… the game is beta and they are constantly still changing things including crafting in very big ways… they did it recently with changing glancing blow, resistances and previous to that crafting… Plenty of time to rework things still - imho at least…

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I agree there is a lot they still can change and be fine, but that idea would be crossing some pretty severe lines. There’s no way it goes well for them.

So you’d rather swap the current scenario where all shards nearby are picked up with a single click to having to click on every shard you want individually but they then go into the stash by default. Wouldn’t that be a lot more clicking? I’m assuming that you’d then be able to filter for just shards that you want.

It kind of doesn’t matter. The problem is in his premise that players wouldn’t want everything. Players naturally want an abundance of resources when they go to craft. However, the devs want a sense of purpose and weight to these shards as loot. The problem is the current implementation is why players (including myself) view it as currency and not loot. The mundane stuff we need for any build (particularly defensive affixes) are needed, but not special. The special things that can define a build (+skills and class affixes) look the same as the mundane, so it’s all “currency” and none is “loot.”

This is what my proposal aims to correct. It satisfies the devs’ goals while acknowledging the reality of player tendencies. It also doesn’t try to trick or manipulate the players in negative ways like this limited capacity idea seeks to–it only tricks them in positive ways. :stuck_out_tongue_winking_eye:

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That’s why I preficed the idea with “Devils Advocate”

The problem is that there is something in play already…

If collecting crafting resources was already implemented as something exactly like normal loot with limited storage capacity and/or required clicking only on what you wanted then this discussion would be entirely different…

Suppose that was my purpose… to get a better view of the entire idea… Makes for a much better discussion & ultimate decision in the end… Even though I have probably over 15k crafting resources and losing it all would not be plesant, I honestly would’nt really care if the devs changed the entire idea on its head and chose an entirely different option…

So how about best(or worst) of all worlds.

Idea:
Shards drop and are picked up like they are now.
But you can only have maximum number of each one.
Say, 50 of each.

A number big enough that it satisfies the needs of people when crafting, but not so big it takes too long to reach.

After reaching that number, they are filtered out and cannot be picked up.

So the longer you play, the more ‘rare’ shards will seem. Making them more exciting to find since you find fewer and they will be rare types of shards.

This could feasibly solve all your issues in a single swoop.

You just repeated the idea of vapurfire here^^

He already mentioned this above

I may have misread, if so I apologize.
But I understood that as a total maximum for all shards.
As in, once you reach that maximum number of shards you would still see all shards drop and most of it would be non insteresting.
And in that scenario you would have to choose between different shards to keep.
Tossing away some to keep others.

My iteration does away with that.
With a maximum on individual affixes you would naturally get all the common ones filled out and then you would no longer see them.

No more being bombarded with dozens all at once, you see a few here and there that you haven’t got all of yet.

Giving them the weight and excitement that is intended but without changing how they are looted.

Oh yeah, there is a slight difference between those two ideas, you are right.

I am not sure which one vapourire intend, it’s not clear to me.

Either way i personally don’t think either of those are the right solution.

Mine wasnt as specific as @Matkill - just a general limit on all shards not individual ones…

I agree…

I do find it interesting how one (probably simple) descision made by the devs long ago now, is creating these issues… Granted, they are probably not that critical vs everything currently in play but I love the result… its like playing some sort of evolution game and watching an arm grow out of a head… :stuck_out_tongue_winking_eye:

For me the issue itself isn’t actual a “big issue”.

My biggest concern is If we get this now with auto-loot, the next question will be: can we auto-loot gear specified by the loot filter and the next request will be something even more ridiculous… if you see where i am going.

I just hate any kind of automated processes in loot-driven games.

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Autoloot is already half way there for shards and I agree that it is a slippery slope best avoided.

I’d rather fewer shards appear, only those you need, rather than autolooting them.

I dont “hate” it as such, but yes, I dont really like auto pickup except for gold…

To be honest if pushed for an opinion, I dont even really like the “group pickup” for shards that is active right now as I dont even look at shards anymore while playing… I just click and move on… I honestly dont even think about them until I want to craft something or shatter some gear I found.,… which as I understand it, is not what the devs intended…

You make a VERY good point… someone will see your auto pickup based on loot filter idea and think that is the best thing ever but you are right… where does it stop…

Yes and that auto-loot within a radius is relatively new still.

I was even ok with picking up shards one by one.

But one new feature follows the next “better” feature… the question is:“Where do you draw the line?”

The line will be different for different people and i say we already reached the line, other people will think differently and that’s ok.

That’s why we are here discussion.

I just have bad experiences with “giving in on the community” on too much and all of the sudden you have 100 so called “Quality Of Life” features which make your game a brainless asia grind simulator.

I agree, i do not like it either… but i can see that this feature alone reduce the amounts of clicks tremendously without automizing too much.

I already mentioned this in the thread i linked in one of my previous posts.
I did state there, that for me personally the only good argument are people with medical conditions need as few clicks as possible and that’s what the loot radius pick up achieved already.

IMO i don’t want to go any step further.

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Lol! Good one… may have to steal that when the occassion warrants it… :stuck_out_tongue:

Haha this sounds familiar to conversations we’ve had on it internally. We’re still thinking on it too and are not opposed to changes if we find one we align on.

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This is avoided by only having meaningful loot drop. The problem is that ARPGs always take this attitude that a ton of trash has to drop to make the meaningful loot appear more valuable.

I agree it can be, but (a) plenty of players would prefer that ALL shards just auto-loot–and I wouldn’t oppose that–however, (b) I understand what the devs are going for, so I sought a solution that satisfies both aims.

It stops where you identify the disconnect between what the devs want and the players want, and bridging that gap. I understand the concerns about allowing too much of the game to be “auto-pilot,” but lacking certain QOL features will come across to players as disconnected devs who don’t understand their players.

It’s worth mention that in the long-run it’s a pretty negative thing for a game to make players individually, manually loot items that they would want to just grab all of. Grim Dawn is an example of this. Nobody wants to sit there and click every single aug shard (those no longer drop, btw). It was through a mod called Grim Internals that this was fixed. I don’t know if the GD devs ever got around to adding this in officially, but this type of pointless monotony contributed to several of the very long breaks I’ve taken from the game. This type of looting adds no fun to the game.

This is the elegance of the solution I proposed in the OP. For loot to be meaningful–to have “weight”–it needs to stand out and be interesting. Mundane drops cannot do this, so forcing them into the same category as the interesting loot just makes the interesting loot less so.

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