Toggle for items to drop identified

An option to have items drop identified by automatically consuming scrolls of wisdom from the stash would make this game incredibly better.

Itemization has the most impact on build strength, and items are extremely valuable.

Current item filters miss a lot of good magic bases by the simple fact of them being magic. A magic item with two good mods can be worth divines, compared to a rare tier 5 item with no good stats being junk, and that magic item will never get picked up.

It's impossible to check every item drop, and it's sad that most items that do pass through a very strict filter are mostly garbage.

Having items drop identified and a loot filter for specific affixes + bases would offer the players more valuable drops and more time blasting maps instead of evaluating garbage.

I believe a toggle with automatic usage of wisdom scrolls from the stash is a great trade off. A lot of items drop, so a lot of scrolls would be needed for all of the items, so there'd be a gold/currency tradeoff for this massive QoL.
The fact that's a toggle would also allow those that like the "double dopamine hits" of dropping an item and then iding it to not be affected.

As the merchant has shown, adding unnecessary friction in game mechanics really isn't that good of a game development philosophy.

Note: Maybe have this allowed only for magic and rare drops. Uniques dropping unidentified is fine.
Dernière édition par NAlexP#3487, le 23 sept. 2025 à 16:08:51
Dernier bump le 30 sept. 2025 à 19:46:39
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NAlexP#3487 a écrit :

Current item filters miss a lot of good magic bases by the simple fact of them being magic.


That is quite literally the point.
The devs do not want you to be able to filter out items based on the modifiers they drop with. They want you to miss good items because you left them unidentified.
Your complaint and the reason behind it is very much their intended goal.
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The_Song#4903 a écrit :
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NAlexP#3487 a écrit :

Current item filters miss a lot of good magic bases by the simple fact of them being magic.


That is quite literally the point.
The devs do not want you to be able to filter out items based on the modifiers they drop with. They want you to miss good items because you left them unidentified.
Your complaint and the reason behind it is very much their intended goal.


Okay? I heard they insist on it being this way so you get two dopamine hits when you pick up an item and when you ident it.

Even if what you said is correct, it shouldn't matter.
As I said, they insisted on having trade be garbage for a decade, and now look how much people appreciate the merchant. Wanting a mechanic to be bad just for the sake of it being bad is bad game design.

ALSO, this can be easily fixed by making items have different affix weight for drops and for crafts. Just make the drop weights of sought after affixes a lot lower, so instead of getting no magic items that are awesome in the endgame, you get a few. Or even easier, have a fraction of item drops in the endgame for those with this option toggled on.

There's a lot of ways to approach the problem without having to keep garbage mechanics in just for the sake of having garbage mechanics in the game.
Dernière édition par NAlexP#3487, le 23 sept. 2025 à 19:12:28
I'm all for it as long as they completely remove lootfilters.

jokes aside, no. just no, imagine needing to farm scrolls, go ask last epoch, d4, grim dawn and absolutely every other game why they don't do that... maybe because it is boring.
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
You can buy scrolls in bulk from vendors.

It can be implemented in a million other ways as well.

Halve the magic find of people that opt in.

If you like the current way it works, great. If you want them to drop identified, you toggle the option on.
Dernière édition par NAlexP#3487, le 23 sept. 2025 à 19:20:23
bump
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NAlexP#3487 a écrit :

As I said, they insisted on having trade be garbage for a decade, and now look how much people appreciate the merchant. Wanting a mechanic to be bad just for the sake of it being bad is bad game design.


It's not even close to being the same thing
Both are massive qol that make people play the game more and deal with cancer mechanics less. They're not the same thing, but they're similar. They both have a positive impact on the economy for example.
Dernière édition par NAlexP#3487, le 24 sept. 2025 à 15:55:53
Would be interesting if they implement it for SFF. It would have no effect on their precious market and economy, and they could gauge player response to the change, see if hordes of SFF players come out to complain that they want identifying back :3
Dernière édition par kumogakure#7381, le 24 sept. 2025 à 15:56:18
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kumogakure#7381 a écrit :
Would be interesting if they implement it for SFF. It would have no effect on their precious market and economy, and they could gauge player response to the change, see if hordes of SFF players come out to complain that they want identifying back :3


I am suggesting they implement a toggle, so people that want identifying to keep identifying manually. I would bet, however, that if the option of items to drop already identified existed, all of the people swearing by manual iding would start enjoying it instantly.

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