Auto Potion Pickup

…It’s really not that big of a hassle, it’s like sharing loot, whoever really needs it gets it, and if you’re a greedy asshole, you take everything. Having a shared loot “bin” would be the same crap, you’d have to keep checking it. Constantly.

Shen, potion cap is set to 99 per stack, though I dunno if you can get more than a single stack.

I’m thinking that with auto-pickup, you’d need to make several changes from the way TQ worked. Some of these have already been suggested:

  • only 2 potions, health and energy, that scale with your level. You don’t want to be constantly picking up and redropping useless lesser health pots.

  • a reduced drop rate and/or small total pot cap (say 20-30), and a special inventory slot dedicated just to potions. In TQ, pots drop everywhere, and all the time. If you didn’t have to manually pick them up, you’d be carrying 100+ pots at all times, which would greatly trivialize the survival part of gameplay and flood your inventory. The smallish total pot cap would also prevent pot stealing griefing. Carrying 99 potions at once doesn’t seem reasonable to me, either.

99 stacked pots take up 1 inventory slot I believe.

I am completely against that actually.
I think it is okay that they stacked up to 5 in TQ because you had to make the decision to either bring lots of potions or pack more loot.

Got to admit that it struck me as odd when I first heard it. Like 10 stacked wouldn’t be enough. At least it will make inventory sorting a lot easier.

Ya gotta have a way to turn off the auto-pickup. I host lan parties and we have played the crap out of TQ. Grabbing a blue item was part of the fun. We even got a term for grabbing an item before anyone else, we called it Ninja-grab. When you got a good item before anyone else you got to gloat about it a bit and yell something like ‘NINJA-GRAB BITCH!!’ Good times. Good time. Since the gold was even distributed that’s not a big deal for auto-pickup.

Just my 2 cents.

As others said before.
I like how Sacred handles item pickups. Press A and watch the character pickup all the items in sight. It would be nice if the options had checkboxes for what items you want to pickup gold/potions/normal/magic/rare/unique.

Hello!

I voted no.

I think potions are those things that need to be managed as well. There are many situations when you might want to pick up a potion that isn’t “meant” for you, like mana pot with a melee character that happens to have depleted his mana.

Also, you shouldn’t be able to pick up potions automatically while in the middle of combat, because can you imagine yourself doing that? One weapon in one hand, one weapon in another hand - what hand would you use to pick it up without slicing your own throat? :wink:
I know it’s not meant to be real, but wouldn’t harm taking some things into consideration for perspective, i guess. :slight_smile:

In TQ i used to reserve half the original inventory space for potions and i would carefully maintain them by picking up more or less. Yeah, was a lot but it was the price of not caring for defense! :smiley:
It’s a decision you have to make…

Stacking potions up to 50 sounds good enough to me, and could even be less. No auto-pickup.

There were a ton of times myself and friends would be playing TQ and one of us would need a potion as it dropped.

Auto potion pick removes the chore of picking up potions off the ground, and adds a new chore of having to trade with the people who needed them.

Also, I would much rather see Grim Dawn and its difficulty balanced to the characters abilities and less on having to constantly spam potions until that point that your character broke the game and became a walking god of destruction.

Auto potion pick up and higher stack size just sounds like more potion spam to me.

In both Hellgate London and Titan Quest you could negate defense or mana conservation with potion spam and if all you are doing is mashing a button to stay alive, why even bother with passives, resistances, blocking and defenses and all the other fun mechanics stuff?

If they manage to remove ninja-looting by giving player specific loot (which I sincerely hope they do, it’s a huge improvement over multiplayer), the above mentioned problems won’t apply.

A mechanic against potions spamming would perhaps be to make it so that receiving (any) damage removes the regeneration effect. Potion mechanics belong in another topic though.

I voted yes, but that would be a no if the system is similar to TQ because your inventory would flood in no time. When it comes to potions, I’m in favour of:

  1. a single, scaling health potion that improves healing/recharge based on player level or also certain skills/talents
  2. a limited amount to be carried on the ‘belt’ or whatever, which could also be dependent on player class or points in a skill/talent
  3. cooldown between uses to prevent spamming.

Bottom line is if the game allows me to just carry around 500 health/mana potions, there’s really no incentive to ever play the game skillfully or tactically, just spam spam spam

well, potions are a different situation… they need free holes in the bag, and you earn few money if you sell them at high levels, so if i have enough potions in my inventory (what happens most of times) for the travel, I choose not picking potions in order to stay with more free space in my big to pick more valuable items for selling.

So, I am against the idea of auto potion pickup, because potions are not allways needed.

P.D. reading some post…
maybe a solution could be auto potion pickup for only the first… ¿20? potions of healt/energy ? and if you allready have 20 potions in your inventary the auto potion pickup system turns off by itself… if you have 19 potions the auto potion pickup system can only take one potion from the ground… if the game works something like this I suposse I would vote “yes”.

After pages of discussions I would like to hear what the devs think now. (In case that I missed a comment of them, sry)

Potions take space, and you shouldn’t be forced to pickup things that do so. I do think that there potions on the ground should stack (like: “pickup: potion x 2”), though. Maybe there should be a “pick up all potions” key or something…

It’s already been said really, but I’ll give my opinion anyway.

Auto pickup on pots is a great idea. However, I personally get annoyed when I’m in a level where the difficulty is changing and two types of pots are dropping. Health pots and Greater health pots for example. There comes a time when I don’t want “health pots” but rather, the “greater” ones. Auto picking up all pots would just fill my inv space full of unwanted pots.

Making 1 type of pot scale with your character seems like an awesome idea, or, having pots stack in large numbers would also help, and I’d just have to sell the pots I didnt use.

How about a generic system to autopick certain types of items! :confused:

Straight off the head the following 2 things come to my mind…

When you hover on any item in your inventory you could maybe click a small mini button next to the icon which popups up or maybe a checkbox or something in the inventory screen which enables auto pickup of that type of item… would work great for charms or potions… and moderate usefulness for other item types…

… when you don’t want any more just switch it off.

Also not sure how it would seamlessly fit in the usability but it would be great if specifically for the potions we could specify a number to limit how many of the potions to auto pick-up. These could also be small additional +/- buttons which show on hover somewhere so you can increase decrease, hell, how about sub classing the functionality for the potion item and replace the auto pick up toggle with the plus/minus buttons???

It gives you a way to not bother about picking stuff up all the time or have to press a certain key to first show only specific types of items, look and pick and lets you micro to an extent where you are in control!!!

A small notification on the HUD somewhere of what all you picked up would also be cool.

Maybe am going way over my head, but these features are something which personally would make the game more enjoyable for me and I believe it shouldn’t be hard to implement!!!

The first idea sounds like it could be an elegant solution if we decide to allow for auto-pickup of more than just gold and potions. Although, at this point, I think we will keep it limited to that.

I don’t think anyone is likely to reach the point where they don’t want to pick up anymore potions. Potions drop rather infrequently and they sell for a good amount of money relative to their size. I seriously doubt anyone will accumulate more than one stack of health potions unless they’re also buying a ton of them or make it through the game without using one.

One funny thing about the orbs in D3 (or other games that use that system) is, that if you look at it, it’s practically the same as if the monsters would deal less damage:
You just give hp’s to the player for free that he has lost a second ago.

So, why not just reduce the dps from enemy mobs and get rid of the orb-system :smiley:

Well, for one, the orbs force the player to move in the area (to pick them up when needed). This makes gameplay more dynamic.
Secondly, as long as the orbs remain on the floor without going poof after a few seconds, there is a tactical element of timing when to walk over them. The player has to decide whether to break a fight to get health or to try to finish the monster off first. This can be an interesting decision.

Thirdly, if you link the drop-rate of the orbs to the kill-death/ratio of the player, you can implement a pretty subtle way of balancing the game for the player. Weak or badly equipped players can still beat the game, they just need to walk over more orbs. The player can tell if he’s performing well when there are almost no orbs dropping at all.

BUT, i still think, it’s silly. The monsters should not give the player the hp’s back that they just took from him. At least not as simple as that.

It would be different, if there would be some sort of skill that the player needs to activate in order to make orbs drop (much like vampirism) or if they only drop with crits (making character-development having to choose between high damage, crit chance (+ orbs) or better defense for example)

Potions, on the other hand, have the issue, as described above, that they tend to neglect the difficulty of any monster: any increase in dps from mobs is countered in gulps of red potions. Thus making the game “harder” is really not as easy as it sounds.
And if you then, in this scenario, restrict the potions, or make the more expensive, then the player feels nothing but frustration.

The only way out, in my opinion, is to give the player various tactics to avoid as much damage as possible. Basically removing the need for any orbs, potions etc. (GuildWars for example does that and if works very very well, alas only for groups with a dedicated healer, another example from an mmo is The Chronicles of Spellborn, where playerskill and various class-based abilities made damage-reduction one of the most exciting part of the combat (the game didn’t have a “healer”-class)). Now, in an arpg you cannot avoid damage, at least not totally. So, how can you reapply it without potions?

Each class should have certain skills that give the player back some hp’s. This can be either over time via regeneration or instantly. Or via vampirism (hp-gain through successfull attacks) or successfull blocking. Or through indirect effects like skills that “flip” a healer from the enemy to heal you instead of his fellows… tactical stuff like that. There are plenty of ways to give the player hp’s through active skills.

Like this you can give the player a choice to rely more on quick killing rather than prolonged killing + better self-healing. And you can much better make the game harder by increasing the dps (or reducing the abilities for self-heal).

So, bottom line: i vote for no potions at all! :smiley:

I agree somewhat for players who like to micro, but what about the pure barbarian types who just want to hack and slash away?!?! Using skills is an integral part I guess but for the some people it is just as much satisfying to have a bad ass build of weapons and armor.

For some reason I have mixed feelings about no hp based potions although if present life steal based skills in any game are my favorites, too bad they don’t work on the undead :slight_smile:

I like this idea.