Apologies if this is the wrong place or it has been asked. I did a quick couple searches.
So i’ve heard this said in a couple streams but not really addressed, and i’m deeply curious about it. I generally find design decisions in Last Epoch well thought-out once i hear/read the reasoning, even when i may not 100% agree with them. So i’d love to know: what is the reason for the stated design goal that crafting materials should feel like items rather than currency?
As they stand now, i find them annoying. I have to stop and take time to click them. There was a thing mentioned in stream where there was pushback against further improving them based on "well, you should’ve seen how it was before." Which, obviously not a valid argument. So what i see now, it’s currency with a too-small vacuum radius that makes me stop, then start on again, only to realize some bits were just outside vacuum range, so i have to turn around and go back. It’s functionally identical to if gold behaved the same way, which… it doesn’t. So why don’t the same reasons apply to crafting materials?
Then, once i’ve stopped to pick them up, interrupting the flow of play, they fill up my inventory, forcing me to stop and open it while a map is shooting lightning or something at me, and, more than once, be killed while i try to manage my inventory (yes, i’m not exactly an advanced endgame player). Which just feels like needless busywork as much as the small vacuum range or having to manually pick them up at all does.
I see frustration and annoyance, and no upside. It’s been admitted that they don’t presently feel like items, but that they apparently should. So what i’d like to know is:
- Why should shards, glyphs, and runes feel like items? And this question may need to be separated. For instance, shards are far more common. Even if we accept other crafting materials should feel like items, why shards?
- How should they be made to feel like items rather than currency?
The only ways i can think of to do so don’t sound like much fun to me. But y’all are game designers beyond GMing TRPGs, so it may well be you have better in mind. I’d just like to know what since the axiom’s been stated but not supported.
To me, it seems like there’s no real cost besides patience to picking up every crafting material so long as they can just be sent to the bank, so why overcomplicate things? And if sending them off were restricted or a cap were instituted; if things were made less annoying as they apparently used to be, why? What would be gained by making them feel more like items than currency? In fact, what even is the distinction?