NeverSink's LOOTFILTER v8.13.x♦ in-depth ♦ endgame+leveling 2in1 ♦ user-friendly ♦ SC/HC versions
The item progression editor doesn't seem to be working. I configured it to show all magic one-hand axes and maxed out the overlap to show even mid-tier axes in higher level maps, but no magic axes are showing. One think I also noticed is that the highest tier axe (siege axe in this case) map levels when shown was not changing when adjusting the overlap. Not sure if this was by design or not.
|
|
"change file name from .txt to .filter at the end |
|
" This is what I'm looking at. As you can see, my custom file is AlteredChrome. It's being downloaded as a text file. Changing the file name doesn't do anything because it's not being recognized as a filter file. How do get POE to recognize my custom filter? |
|
" Hmm That's odd because I was messing around with it and it wouldn't show it for me for any of the versions (generally I prefer Strict or Super Strict because it allows me less clutter and I get distracted by shinny things easily D:). Maybe I will have to re-download all of them again :/ Last edited by Kilikx1x#2766 on Aug 31, 2017, 7:47:13 AM
|
|
" Remove hashses All lines beginning with # are considered comments and ignored "War's over, soldier. You just don't know it yet. Everybody lost."
|
|
First, thanks for this filter. I've used it a lot and it's certainly helped.
I have user interface design background and this set of 5.1 changes, to me, could use some improvements. My feedback is mainly about rares but can also be applied to all items in general. With your colors and sizing you are creating a visual vocabulary. The most recent Rare Item vocabulary is hard for me to understand. Previously, and my interpretation may be wrong, green background was good to pickup, red background was lower level and bad to pickup and black background was up to the player. With 5.1, I think there are at least 3 different yellow text colors, at least 2 backgrounds, a white border (for 4 or less inventory spots?) and numerous sizes. I've seen lower level items (e.g. steel greaves) seem to have the same appearance as higher level items (e.g. goliath greaves). It's much less clear which rare items are worth looting. When you look at the broader vocabulary of the filter, sometimes bigger means you should pick it up. Sometimes darker background means you should pick it up. Sometimes white background means you should grab it. My recommendation is that you simplify the vocabulary and try to make it consistent across item types. Choose border or background or text size or or text color or a combination and use that indicator consistently. Also use a different indicator for item value. Try to keep the indicators exclusive (i.e. item type and value indicators should not share components like border or text color or text size or background). Again, my confusion is mainly about rares but newer players would probably benefit from a bit of a simpler vocabulary. I'm happy to chat more about the topic if you are interested. |
|
" 1) It shows those on lower strictness. No sound though. " Do it on www.FilterBlade.xyz. I won't add it to the list, because it's price is not that high, by default. " Yes. On filterblade, use the slider to hide all maps below tier T11. Then add "Shaped" to the basetype tier list for manual highlight with a tier >=6 " First time I hear this. What browser are you using? Worst case scenario, show file extensions in windows and rename the .txt to .filter. " Remove the #'s at the start of the lines. I'll change this behaviour in the next filterblade patch. Please don't PM me ingame with filter/guide questions, post them on the forum, after reading the FAQ.
|
|
" www.FilterBlade.xyz " Item progression does can't affect endgame mapping (60+). Use the endgame mapping section for that. " There's an overlying scheme. Large-font-items (40+) are generally worth picking up. That being said, "frequent pickups", such as alchemy orbs etc. have the max size already, since you want to pick them up and have precise clicks, while doing so. Have you tried referencing www.FilterBlade.xyz The rare indicators are pretty simple. The only thing that changed is the backgrounds, really: Backgrounds: - Bright-ish green - Handpicked T1 or jewellery rares (previously: green) - Dark-ish green - Handpicked T2 (previously: green) - Black - DropLevel-based T3 (previously: black/green) - Semi-Transparent Black - Remaining items of this class (previously: black/red) I removed the red color, I really didn't like it's appearance. note: droplevel based filtering differs per Class. For instance T3 gloves contain ~45% of all gloves, while T3 staves only contain 1 stave. Borders: - Green - tiny item - White - small item (1x3 / 2x2) - Yellow - ilvl 83/84+ crafting base (I initially wanted to turn this into a textcolor, but people got used to this...) Text: - Yellow (normal) - generic rare - Orange - 75+ rare Size: - Larger size = better chances of item being valuable overall. Currently follows background grouping. Overall items that are always worth picking up are: - Fontsize 42+ - Have a sound I am considering a simplification processor for filterblade. We'll see. Please don't PM me ingame with filter/guide questions, post them on the forum, after reading the FAQ. Last edited by NeverSink#3349 on Sep 1, 2017, 7:19:14 AM
|
|
Hey NeverSink,
I'll echo one of the questions already mentioned in the past pages: don't you think you went slightly too hard on ES? The vocal meta-minority keeps shouting that ES is dead, yet pretty much every summoner build that isn't Baron SRS/Big Zombies uses either life/ES hybrid or low-life shavs; uses with great success I might add. I do realize that the demand is insanely lower than for, say, life pieces, yet at the same time most life builds don't really have the luxury of choosing their chest piece, while the mentioned summoner builds really want to have a well-rolled Vaal Regalia in end game to replace whatever they have (infernal mantle, skin of the loyal etc) - so I believe it might not be such a bad idea to move at least Vaal Regalia and Hubris Circlets to T1 group. P.S. Is there any vague ETA on the next version? Thanks a lot for your hard work. Cheers! |
|
//addition:
I also have two small questions about the logic behind 6-socket recipe and 5-linked items. The 6-socket recipe is present all the way to (including) uber strict plus; 5-linked appear all the way to uber strict. We're talking about pretty much less than 1 chaos for 6-8 inventory slots (7 jewelers), and 1 alch at most for 5-linked items (also 6-8 inv slots). I do realize that one man's trash is another man's treasure, yet still... Considering how much stuff is hidden in uber strict (plus), which is way more valuable than these two types of items (often being 1-slot instead of 6-8), I thought it's a bit weird. Am I missing something? |
|