I want a lootfilter done right. You are ok with some rubbish, so we are clearly not on the same page on this.
With your implementation I would have no use for it and it would feel like wasted development time for me.
I don’t think what I posted can be seen as a half measure or incomplete. It doesn’t give control over every item in the game but it does serve to get rid of the clutter, which is the main reason why people want a filter to begin with. It’s not about hiding every single item you don’t need but rather preventing your screen to filled to the point where you can’t even see enemies. If you can get rid of 80% or more of the mess that a big win.
Some people will complain no matter what, it’s still a big improvement.
There is the problem, you don’t see it.
Read the comments in this thread, you can’t give partial option to satisfy a few people and not give all the options to satisfy everyone.
No, the line of thinking I represent is when you do something, do it right.
Just because giving someone a bit of option is slightly better than no options, doesn’t mean you shouldn’t go all the way and give all the options.
Well, just because your needs are satisfied doesn’t mean that’s all we need.
Many others me including want to be able to filter each item separately, and if that’s not implemented with a loot filter I will consider it a massive failure
You want more, I can understand that. The only part I don’t get is you saying you would rather have nothing than the mockup I linked. It’s not perfect but it’s surely better than nothing.
I think you cannot or don’t want to understand gradual development of game features and the process of refinement and improving on something. Please don’t join software development.
Anyways, They already said it’s a big change. I suspect the complexity doesn’t rely on the filter itself, or categorization choices, but on the code changes needed to hide items (or labels) from view. In any case, I’d rather have a simple filter soon that showcases the possibilities and declutters my screen. And only after that see them refine it into a more feature-rich experience…
You say that I don’t understand game development when you think that the problem is in the game code
You are a funny guy
The hardest part of implementing a loot filter is the user interface.
If they didn’t want to bother with the user interface loot filter is as easy as every mod has shown so far.
It’s funny how you think you know so much more than me hahahah