That’s non-sense and bullshit. Something I’d never ever want to have in any game. We could sell items to nothing (literally) in Sacred 2, I don’t remember a single player that said this was nice. It literally destroyed the game. What you’re asking for it not only totally useless, but also proves you’re a lazy person that would want to have everything as simple and easy as possible, you don’t even care about thinking how shit the game would be, why would you have such big inventory at this point? What’s the point of inventory anyway? Give us 10 slots for pots and quest items, transfer everything to either vendor or storage.
This message was not meant to be aggressive or anything similar, sorry if I insulted you anyhow.
I always rather liked the solution Torchlight used, a pet that runs back to the vendor and takes longer the deeper you are into the dungeon. Elegant solution, shame nobody seems to have copied it.
would not mind being given the option to do this. :undecided:
I keep one small inventory section for some emergency potions and such everything else i dedicate to storing yellow items and blue items for sale and destruction. I can’t remember if it was one of the Dungeon Siege games or Hellgate or some other ARPG that did this but it might be nice to have an item or a relic like item with this ability. I find i tend to craft a lot at once when the desire hits me and man the iron goes fast, so i am always picking up yellows to sell.
My suggestion doesn’t make the inventory useless; I said:
*I don’t care about items of a (insert your choice of) colour;
*all loot above that grade I do care about and am interested in seeing, so all it does is allows me to be focused on what counts.
Additionally, all items used for crafting and quests etc will still need due attention.
Also - we can ask for it to be an option - if you don’t like it, turn if off! Win for those that like it and those that don’t
I recall reading the dev blogs whilst GD was in beta and one point really stuck with me; they commented on how certain features make the quality of life better for the player and that they wanted to balance things so that the game was fun, it flowed and didn’t feel like a chore. An example they gave was iron and food rations wouldn’t need clicking on to pick up, I see my suggestion as an extension of this.
At the end of the day, what your suggested feature would do is handing out free iron bits to the players as yellows would be instantly converted to iron instead of just being left on the ground.
That would somewhat inflate iron and i’m not sure Crate would want to do that.
Before AoM iron was worth nothing, then they added those high level yellow blueprints (mostly just Stoneplate Greaves matters but still) which people would craft hundreds of in hopes of good affixes, and this made iron a valuable resource.
Some might argue that iron is too scarce now because of this, but if Crate gets persuaded on the matter they can just lower the prices for those crafts if they want.
And finally, while ARPGs are mostly about the action and the grind, immersion still matters and what you propose would just give it a huge bitchslap.
I don’t like this suggestion. Would make grinding for iron bits too easy, and it’s really not that hard right now. I like how in-game economy works at the moment, all balanced around boots crafting - a proper iron bits/mats sink.
I think it’s a fair suggestion. I just leave stuff on the ground most of the times and i would’t say no to something like that. After all i create portals to move around the world then why let’s say an artifact cound’nt transmute loot to gold? Like it happens on tales of may’ejal for example.
Dungeon Siege 2 had an ability that converted items on the ground to gold, at a reduced value than selling would grant. It was convenient in that a) you didn’t have to run back and forth to sell and manage junk items in your inventory, and b) you weren’t hogging more memory by leaving 100s or 1000s of items laying around the game world.
thanks for that DirePenguin, i knew it was one of those games. I would accept a reduced value for convenience sake or we could go with what i kind of like in
Avyctes post about how Torchlight used a pet to run back to a vendor to sell stuff. Sounds immersive and fun to me
Devs have said transporting pets aren’t going to happen so I doubt they’ll change their minds at this late stage of development. Guesss they might consider it for another game.
Rather than that solution I’d rather have all the inventory bags available right from the start instead of earning them one by one through quests. The early part of the game when you only have the one bag can drive me a bit crazy going back and forth to sell everything. With 4/5 bags right from the start having to go back to sell stuff can be done fewer times.
Of course, I’d also like some starting cash, too same as TQIT has (500).
So one could save 2 X 2-3 sec loading time plus 2 X the time it takes to walk the distance between the riftgate and the vendor, and probably a few seconds of scrolling over the map for a grand total of 15-20 seconds per trip (tops)…
that would probably net you 2-3 minutes of extra playing time per hour which seems painfully slim for the hit my ability to suspend my disbelief would take by summoning a freaking coster out of thin air.
Well how many people you have seen creating portals irl? Doesn’t that require a suspension of disbelief? How many belts, trousers and pistols you have seen dropping from an animal corpse? Also that could be better implemented in the game lore instead of being just a random vendor.
Like I said it’s a good idea. I’m actually surprised that people are against having this as a toggable option.
The moment you try to craft a conduit with the right affix you will lose all your iron. Crate can lower the cost of crafting if they choose or increase the amount of iron dropped by treasure troves by 5. etc
You can play uninterrupted by leaving stuff on the ground, you just get less iron bits.
So the point is more iron bits.
And if the devs would want us to have more iron bits, they could just increase the amount of iron bits dropped rather than taking the time and effort to develop extra features like these.