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So if your like me and you get a lot of items or maybe play too much, the loot filter has become an intricate piece to an enjoyable play experience. To start off with this is not a slam on the loot filter I actually like and understand it, I just need more features for it. In this specific case in this post it would be about incorporating an option to somehow identify unique items that have legendary potential with out hovering over them with my mouse. I understand this is a specific request that’s not top priority but I would love to see some type of indication of legendary potential in the item tag on ground. Such as something as “simple” as adding a number beside the name on the ground to show how much LP it has. So for example a item with 3 legendary potential would drop as “unique (3)”. Or another way is by adding an additional condition to recolour based on a rule such as item tiers in the item, but it would be based on legendary potential. So the rule could be something like “recolour uniques red&green, with legendary potential , with LP equal to or greater then 2”

P.S. I’m running out of colours please add some more 😀

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almost 1 year ago - /u/ekimarcher - Direct link

Originally posted by LoneyGamer2023

Did they say anything about the item affix range? I get it for uniques. if ya could at least filter out like the lower 50% half of drops, it'd make the boring gear so much better, especially for like idol hunting.

ex- hide item range - 50% max affix range threshold hold. 1,2, 3, 4, 5 afixes. Next option: Color red if above 50% max threshold

We have commented on that before and it's the same answer as LP. We have actively chosen not to include it and don't intend to add it at this time.

12 months ago - /u/ekimarcher - Direct link

Originally posted by Pretend-Guide-8664

Sad. Why create friction :( the game is the game not the dopamine rope pull game of hovering over good thing after hovering over 100 bad things. Boo.

This take feels discordant in respect to having a filter integrated at all. Did a different lead make that decision? Just seems weird inconsistent, but I understand that I don't have all the details. Still boo

It's a slippery slope to sad town. Did you play Magic Legends? It was very short lived and overall really disappointing. They took this idea of perfect filtering to the natural next next next step and it was one of the worst parts of the game.

At the end of an activity you would get the relevant gear just added to your inventory automatically.

So if we add in perfect filtering, every single item that drops you want to pick up so you just automatically pick up every single item. You might look at it or you might not. Once we get there, the calls for auto looting will increase dramatically. Then we cave to that and you can auto loot. Then the people who have dot builds and minion builds are up in arms because we are making the game worse for them. So we just make it auto loot infinite range and you've got Magic Legends' loot system.

Now, you can't really walk any of those steps back without massive negative press.

So, where do we hold the line? Because right now, all I'm seeing is the first step on the path to remove finding loot from our loot driven game.

We don't think that you should have to look through everything so we add a loot filter that lets you bring the amount of stuff you need to look at down to a manageable level.

This is a core component of the game that we don't want to abandon.

12 months ago - /u/ekimarcher - Direct link

Originally posted by Pretend-Guide-8664

Fair enough. I'm not sure if I personally agree with the slippery-slope argument but I can see the motivation.

Well, we are on the next step of the slope with affix stards and we get daily requests to advance them to the next step so that's the information we are working with.

12 months ago - /u/ekimarcher - Direct link

Originally posted by chesul

With the affix shards thing, I definitely understand wanting players to still have to click on them, and I think that's a fine thing, but I'm curious why they go to the inventory instead of to the crafting pouch, as there's never an instance where you want to look at individual shards/runes. While picking them up seems like a fine thing, as I definitely think seeing a pile of shards fall on the ground is a nice small hit of dopamine, having to stop, open your inventory, and clicking the "put the things in the pouch" button seems like a step that doesn't benefit anyone, so I'm wondering what the thought process on that is?

I'm pretty sure we are getting rid of that step. Don't quote me on that though. I'm pretty sure I heard something about an auto stash option for crafting mats. The original reason was to try and make them feel more like items but as we have made more and more of them, they end up feeling more and more like resources instead.

12 months ago - /u/ekimarcher - Direct link

Originally posted by Pretend-Guide-8664

Yeah a lot of things make sense here. The logic of where to stop seems arbitrary to players for sure. And a media company can't just tell their players to suck it, so you have to curate the right expectations. That all makes sense. To me it just seems a bit arbitrary where you draw that line. Like, the decision to include affix shards is a similar decision to choose 1-2 more loot filter conveniences. There will be some people that ask for more but isn't that always the case? I guess I'm saying I'd expect the resistance to be around the same level, and that y'all can pick any middle point to stop at and have the same resistance you do now. Of course again, IMO

This may become a larger problem as power creep inevitably creeps in, too. Although LE seems to have done a good job by not making it speedy speedy (no generic mana on hit, movement skills are class locked and have good cool downs, etc)

I appreciate all of your replies!

That is a very good point about it being arbitrary and I guess this is where we planted that flag. It's not necessarily a forever decision either. I think we probably won't budge much at all for 1.0 but it's a discussion that we will continue to engage with.