We dont need charm inventory, we need bigger cube

Agreed. This is one reason I only want personal loot if Blizzard is unable to detect pickit users, as an anti-cheat feature. I don’t want personal loot as a gameplay feature.

Personally, it will matter little to me, as I primarily MF solo, and likely won’t even kill Baal in the first ladder season even once.

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And here I thought we are actually going to have a conversation, you still avoided the question, VV also said they are open for the community feedback, and also showed interest for charm inventory on their own survey, so the majority is for it, I’m not worried if it’s in the game or not either way, I’m not vindictive as yourself has you mentioned a few times in our conversations

are you still afraid to answer simple question as to you why you think inventory management has anything to do with gameplay :slight_smile: ?

Inventory management is undoubtedly part of gameplay, I’m confused as to why it’s even a question.

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elaborate, you just yes, that’s not an answer, we already knew if you think so or not, I asked “why” not “if”

There is no why. It is a part of gameplay.

It’s like me asking “why do you think slaying monsters is a part of gameplay?”

It’s a nonsense question.

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Aren’t you the one that accused me of having multiple accounts? how is that not vindictive?

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There is always a why, you said you want inventory management, and

so why is inventory management is so important in your eyes, what reason does it have to ruin the game if in your opinion you loved classic and there were almost absolutely no inventory management as you just stated?

Consider this. D3 didn’t really have inventory management because all gear had the same weight in your inventory where in d2 gear has different space weights. So yes, geezer is right that management is a big gameplay feature. Just to the degree of how charms were meant to be implemented vs how the player base gets around it is where we disagree on importance where charms are concerned.

It is actually funny on brevik. In a recent ama he was asked about charm inventory. His first response we didn’t think of it then followed by his usual inventory space miser response.

Never said it would ruin the game, I said it would make it duller, with less decision making.
I will still play if they introduce a charm inventory, I just don’t necessarily like the idea.

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You can say having the refresh button on gambles makes the game duller or auto gold pickup as well or even shared stash, less inventory management now, right?

Shared stash is the only example you gave that even remotely touches on the subject of inventory management, and even that is a massive stretch. We have a stash, that is not inventory management, that is stash management. Inventory management is what you do while killing monsters/picking up loot.

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item management, inventory management, stash management, what I was touching upon was the fact that you said it makes the game duller, it does not add depth to the experience going back to town repeatedly for something so minor

so yeah, it’s the same thing as having all these other Quality of life change, which is our exact point

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Those ones don’t change balance, Charm inv absolutely does.

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Not needing to leave a game to change character is way more serious then going back to town to put 1 item in the stash, if you consider this a “balance change” shared stash is way worse

in any case, it does not affect the balance and is indeed a quality of life change much like the shared stash

But i dont think these decisions are really made anyway. I think current state actualy limit your decisions becsuse most people fill inv with charms completely. There is no way I left some space out in inv while playing on hc. I want bigger cube to make my life easy as it sucks big time to keep visí z town every few minutes, i dont want to waste time like that. Will it make game easier? Only very slightly with practicaly zero effect on difficulty of gameplay. I prefer bigger cube over charm inv as free space in inv has different implication than cube space as items from inv can be used directly. But i would not mind charm inv either.

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The “entire dynamic” is incorrect. For single player, FFA loot or instanced loot would be exactly the same. For multiplayer, you can make an argument that the dynamic is changed, but many would say that instanced loot change would be for the better to promote co-op play in public multiplayer games.

I would prefer to play solo with instanced loot.

That’s quite an old post compared to what we have already been discussing if you scroll a bit to the bottom, but yes, as things are right now if I am playing online and I’m doing an MF run I would play solo for that reason, I know the benefits of instanced loot, but I think we can all agree that the value of everything from items to runes would likely fluctuate, thus it will require extensive testing before implementation

Since total drops do not change, it would require very little additional testing. Blizzard could simply use the pre-existing FFA loot calculation that determines drops/drop identity and then assign each drop randomly to the players near the monster kill. Players near the monster kill are already considered since it is incorporated in the no drop/drop calculation.

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Please explain how total drops do not change.