Originally posted by
flutterkind
Sorry if I derail the topic a bit, but may I ask you a question? I might need a bit of exposition though. Statements like this one seem difficult to assess, and if I'm entirely honest, my intuition always pushes me to instinctively dislike them, because they sound like "We want you to do manual labor just because." and that seems pretty bad. I have to keep consciously reminding myself that nothing in a video game provides any real life benefit at all and they are made up entirely of unnecessary work and effort. For example, nothing stops game devs from giving the player all items and the best loot ever right from the get go, but that wouldn't be very fun. If I'm understanding correctly what video games are about, the point is to create work that feels particularly rewarding/successful.
But even with that conscious reminder it feels difficult to judge those statements. Because there's always the instinctive fear that the task at hand (the manual evaluation of idols in the example above) will bring more more pain than feeling of gratification. How do you go about this? How do you find out if a task/need for effort/lack of QoL (I'm not sure if I'm using that term correctly here) will increase or decrease the average player's enjoyment of the game? Is there a mystical formula or psychological guideline that one can cling to or is it a best guess on a case to case basis?
It's certainly a complicated topic, and one that's really based on "feel" and feedback. We listen very closely to feedback, and make changes based on the feedback we get. I don't mean to say we won't make any changes to idols, roll ranges, roll combinations, routes of acquisition, things of that nature. Just that we don't want the loot filter to remove the aspect of actually looking at gear and making decisions. If your filter was to only ever show you items that are a guaranteed upgrade or use item, what excitement could be had from finding a better item? It becomes guaranteed, expected, there's no longer a loot hunt, but a simple loot wait until it shows up on your filter. This can create a lot of frustration since it can be long periods between "perfect" items, and also disincentivizes crafting to alter less than perfect items.
When viewing this kind of feedback, we need to assess "why" people want the filter to be able to be more strict. Perhaps idols are currently too wide of ranges of usefulness, perhaps the top end of certain idols aren't exciting enough to justify the effort of looking through them, or perhaps there's something else going on. All items play a role in the experience of a looting game, even white items that you may stop paying attention to early on - and this is a "really" long conversation. My response was not concerning idols, but the filter specifically.