You are doing all this analysis and rationalization just to basically say you don’t like one of the game features and want it to be removed. That is not asking for “QOL”, its saying “I don’t like this feature and want it removed because I think its pointless”.
That second argument is not as convincing so you try equating it to a shared stash. Shared stash addresses a limitation where charm inventory stops a game function “Charms occupying Inventory Space” from occurring. Charms were created to occupy Invetory Space, the fact that “Holding too many of these would make it difficult/cumbersome to pick up loot” was inherent in its design and you do not want it to be that way.
I am not saying that you are wrong, I just think how its been presented is a huge misrepresentation.
I’ve been wondering about that too. Just how the hell are console peasants going to loot items from the ground. Imagine trying to pick stuff up using a joypad lol Will they be able to press a flipper or something to cycle thru items on the floor then another button to go pick it up?
There was one topic on the forum here about how controllers worked on D3, and how that might relate to picking up the loot in D2 multiplayer; the answer was simply “It’ll be chaos.” The disadvantages of being ranged vs melee will be even more apparent, even amongst all controller players only in a game.
it is pointless and inconvenient. I’ve shown you why. Your odds of missing a drop are infinitesmally small in a game like diablo 2. The drops are too low in frequency and only certain items can or are good. The only cost is inconvenience - nothing in terms of actual outcomes.
This is partly true - its not inherent in its design - and there really isn’t a whole lot of evidence to support it other than just bald inferences. They have made charms take up inventory space - like any other item. Everything in the game takes up inventory space outside of your gear when you wear it. But that isn’t really enough to say that Blizzard north sat down and said these kids are going to play inventory tetris to balance between the two. Diablo 2 Classic had no Charms. Diablo 2 Classic had far fewer items in general to work with - and there was no addition to inventory space. You can easily infer that they didn’t put much thought into it. Or you can easily infer the opposite about inventory management- why else am i allowed to S/E with an item if charms were designed to hold inventory space? Doesn’t that ruin the inventory manage that supposedly is a choice? Should it be removed then? Should we remove the ability to S/E with items from D2?
Actually, Brevik was quite clear that small stash space was by design. When charms and runes were added in LoD, the stash size was increased to accommodate. The idea was not to grab everything in sight, and you had to pick and choose what to keep and what to toss. I think trading was originally designed to fit the set items, where if you found a set item not for your character, you could trade it for a set piece you actually needed. Players however quickly found the work around by creating mules.
Maybe i missed him saying this but thank you. I’m not going to ask for a link and i’ll take your word for it. But then if that was the original design and there are work arounds - maybe we don’t need to pay so much reverence to the original intent of the design when the game clearly outgrew those constraints through informal work arounds that favoured convenience.
I do remember the upgrade from classic stash to expansion - classic was much smaller, and there were far fewer items involved. The act of picking and choosing what you keep however - at least i’ll go this far, as you said, is what to keep and what to toss - but that relates to storing items for other reasons and not necessarily for use - it could be for trade. Charms took on a life of their own and they’re not just garbage to be discarded so maybe they shouldn’t be fit with those same constraints.
Not a surprise and the right decision. It cuts down on item-mules and shared stash is a natural (helps servers), but you know how I feel about this… I’m a grumpy-old-storage-space-miser! Young kids and their need to collect everything these days!
My game play was ruined playing a range class in multiplayer. Melee classes have an unfair advantage. If you play a range class, the melee classes take all the loot since you are too far away. It’s an unfair advantage. I had to stop playing range classes in multiplayer in order to get loot.
Loot filter is a must. It’s a basic feature to any Diablo-like game. Even Titan Quest has loot filter.
There is no fun in sorting through trash. There is no any reason to do this except extreme purism. Is it advantage? Of course! And shared stash is advantage (purist is muling while gamers are playing) and autopickup gold is also an advantage, every adequate QoL is advantage if some stubborn purist refuses to use it.
You only experienced a cost if you were noob and 1) didn’t mf with a cube 2) save and exit with the drop that was good and likely the only thing worth picking up in the run. You literally gained a free +8 item slots by doing this at essentially no cost because the drop rates in this game are really low. Even basic knowledge of the game and the item economy would tell you what to leave with in these circumstances. The trade-off is illusory in a quantifiable way.