Increase Inventory or Change Something? ITEM CREEP
" That upped the increase to 264% instead of 227! 104 essences, 1 remnant of corruption. Did I miss any? ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
▒▒▒▒░░░░░ cipher_nemo ░░░░░▒▒▒▒ │ Waggro Level: ♠○○○○ │ 1244 ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ |
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finding the strongbox which is worth the vaal orb or the essence worth corrupting or the carto/diviner box worth being rolled properly puts you before the decision to go back to get the currency OR just use the transmutes/alterations you usually have with you.
it doesn't matter how many additionally currency they invented or will invent. it's just this decision and ggg likes putting players before decisions. so it's not likely to change, "this is a really good idea, i will talk to the team" is just british english for "nope". the only issue where this issue is relevant and worth discussing is "full party play" where one usually just has one portal. because there is no choice there. offline
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" I'm not really following the logic there, or did I misunderstand what you wrote? ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
▒▒▒▒░░░░░ cipher_nemo ░░░░░▒▒▒▒ │ Waggro Level: ♠○○○○ │ 1244 ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ |
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" my point was, it doesn't matter how many additional currency ggg adds. at a certain point of "additional currency being introduced" it's just forcing you into making a decision (to go back to get it or not) which ggg likes (putting players before decisions) that's why i think an additional stash will not be introduced. chris found it a good idea a long time ago already. offline
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" Ah, I see what you mean. As for "additional stash", you mean inventory, correct? Because this thread is about adding to the inventory, or making the stash available everywhere (or at least a currency stash tab available everywhere), not additional stash tabs. Part of my feedback is suggestions to deal with the "item creep" itself, instead of just arbitrarily adding more inventory space. Whether or not GGG implements such as change, let alone even agrees with it, is besides the point. The feedback is here regardless. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▒▒▒▒░░░░░ cipher_nemo ░░░░░▒▒▒▒ │ Waggro Level: ♠○○○○ │ 1244 ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Last edited by cipher_nemo#6436 on Apr 12, 2017, 4:08:43 PM
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" I don't agree with this. Part of the game is limited portals for mapping, meaning that at times this limited stash requires that you make hard choices on what you pick up or leave on the ground, or pick up to ensure you get vs waiting to see if something else you want drops instead. More items added in game means making even harder choices. Which I think is a valid part of the game. " I agree with this here. It would be nice if quest items didn't take up inventory space, but I guess it makes sense why they do. However, since you can portal or waypoint back to town unlimited times, I'm not sure how much of an issue this really is. " This I strongly do not agree with. It would completely destroy the risks associated with mapping. I usually have little trouble with getting everything I want out of a map. Clear it with the first portal then use the next 5 to pick up and sell your junk if you're a pack rat, which it sounds like you might be. My first year or so playing I used to keep everything, you know, just in case I needed it. Now I just sell it and know what to keep and what to toss. Last edited by ewolow#7384 on Apr 12, 2017, 4:18:26 PM
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My thought is that players tend to not pick-up most of rare items that drop. Even if those POTENTIALLY can become decent (i.e. a Siege Axe with really good rolls can be worth 1 exalted), it's just not worth your time picking them up, identifing, checking mods hoping to get that ONE valuable item among 100000 useless junk.
There are few ways to solve this problem. 1 You can add another "tier" of gear quality above rare, so rare is considered "junk" (just like magic is). D3 gone that way, rare items turned into junk, while "legendaries" are actually improved rares. 2. Make all rare items drop identified and allow checking stats with loot filter. Junk items will be filtered out. 3. Reduce quantity of rare drops, but improve their quality. ATM, there are many "junk" mod on rares, that are useless even at highest tier (life regen, thorns, etc), and even usful mods can roll low-level tiers with far too small numbers to have any use... That's why GGG has to throw tons of rare junk at player, to give him a chance of finding something actually useful with such a system. I know, many other ARPGs experience the same problems, but in PoE, those come to extremes. Combine it with ultra-small inventory and ultra-fast gameplay meta - and players are literally forced to not pickup most of rares and uniques, and even some kinds of currency. IGN: MortalKombat Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power Last edited by MortalKombat3#6961 on Apr 12, 2017, 4:31:59 PM
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" The inventory was designed when we had 278 non-equipment/flask/jewel items. Now we have 735. So why would you expect the "harder choices" to be more than two times harder now than at launch? That doesn't make sense. " But your entire model is completely destroyed when you have a group of six people going into a map (or any party size). Because that "next 5 to pick up and sell your junk" becomes zero in a full party, and significantly less in any party. Would you like to run all of your maps with only one inventory worth of loot among the more-than-double number of items we have now? Please explain to people who group all the time that one trip per map is viable for everyone, from casuals to the 0.1%. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
▒▒▒▒░░░░░ cipher_nemo ░░░░░▒▒▒▒ │ Waggro Level: ♠○○○○ │ 1244 ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ |
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" Indeed. I'd like to see less drop for normal, magic, and rare items, but balanced quality of drop to reflect those items we might sell for chromes or 7 jewellers. We have not only item creep with the items I described, but item creep from just a ton of junk dropping. We've had this problem for a long, long time, ever since running an item filter was sort of mandatory. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▒▒▒▒░░░░░ cipher_nemo ░░░░░▒▒▒▒ │ Waggro Level: ♠○○○○ │ 1244 ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Last edited by cipher_nemo#6436 on Apr 12, 2017, 4:34:28 PM
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" Lel, my point is 99% of the items you whine about being added to the game without a scaled inventory increase do not get picked up because they have zero to little value to the player. |
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