Auto Potion Pickup

Thats funny because a lot of my better weapons I simply got from monster drops rather than the shops. at most my money was spent on picking up more potions or perhaps one single piece of armour that was better than my current one.

Then again, it could b just the way I play. What you need and what you spend your gold/led/gems/coins depends on your play style.

I meant that good weapons and armour was expensive in real life, and out of reach of the average man.

Pretty much all your drops comes from monsters in these games - the shops are nearly useless. That’s why I was proposing that all the shop items be of a rarity that can not be found from monsters. The best of the best items would still come from monsters of course, but it’d be nice if shops had insanely expensive items that you would rarely be able to afford, and would be a substantial upgrade over the average yellow or green items you’d fine. (But still worse then high level purples)

Edit

I didn’t actually propose that in my earlier post, but I am now. It’s the intent I was trying to provide >_>

deleted. wrong thread

I apologize if this has been mentioned in this thread somewhere, but I was reading through the first few pages and had an interesting idea.

medierra mentioned early in the post that the D3 health orb system removes the tactical / strategic use of potions, as the orbs just drop and you pick 'em up or lose 'em.

What if when you picked up the orbs, any excess health would go into a number of smaller orbs (these are essentially your potions). Health regen would not fill up these “potion orbs”. These potion orbs could then be used via a “quick potion” button in combat to serve the same purpose - a quick, tactical heal.

This system would remove clutter (tons of potions in inventory), and could essentially remove the need for potions at all (not that potions can’t be made cool, but I’ve always thought of them as more of an annoyance, mainly due to clutter, but also due to them being boring most of the time). Also, and I can’t remember if it was in this thread or not, but medierra mentioned that he was considering making “powerups” instead of shrines. I would assume these would spawn from monsters, or from quest turn ins, or whatever, but they could then also be in the form of orbs which can be picked up. The health orb system as I laid out provides consistency for that type of powerup gameplay, retains the randomness and fun of health orb drops, and gives the player a tactical backup in the process.

Just some thoughts that came to mind. Man I’m excited to play Grim Dawn and I’ve only known about it for like 3 hours!

I think you will find potions in GD much more exiting as in TQ. They will not clutter your bags.

Between the battles we have fast regeneration.

Lol, that’s gonna bite you in the ass in a few months :slight_smile:

I like the idea you posted though.

Read the first few pages… skipped the rest so I apologize if this has been suggested already:

  • Potions do not take up inventory.
  • Instead, have a separate “slot” for them and make the number limited.
  • Do not make various levels of potions. Instead, make them % based with bonuses/penalties based on class, skills, etc.
  • You could even extend the mechanic based on class. i.e. Warriors and Artificers could carry more health potions than say a Wizard, but a Wizard would carry more “energy” potions than a Warrior or Rogue.
  • Reading the dev diaries and commentary for D3, I rather like the orb system. It is along the same lines as the care packages in Call of Duty games. It adds a dynamic mini-objective to the game that is unpredictable and forces players to make strategic decisions quickly. It also naturally helps melee classes more than ranged classes.
  • EDIT With the above in mind, make them auto-pickup and/or auto-fill based on auto-collecting orbs or something similar… as someone suggested. The more you kill, the quicker you replenish your potion supplies.

That means that players who already have it easy get it even easier - and players who have a hard time are screwed. Sounds counterproductive.

Sorry for little necro. =)

I think there should be an option for auto-picking anything. I mean, seriously people! =)

I kinda like clicking my fingers to bleed for gold and stuff…GOLD especially! /greedy grin

Cheers,

i.n.s.a.n.e

Auto Gold Pickup has been implemented, but auto-pickup anything would require some fine tuning and hasn’t been discussed in its own thread yet.

An area picking (I think it’s Sacred 2 which allowed it) would be nice too. You press a key and all items 3 meters around you are picked. And iirc in S2 you could even set some filters (pick only rare items for exemple).

I usually don’t feel the need to pick up everything and I kinda feel sorry for the ones trying this in TQ, lol. You’d be playing the game for 1 minute and than you’d just be moving stuff in and out of the inventory for the next hour.

Well, by auto-picking anything, I meant the two things - gold and potions, not “anything”, sorry for wrong word I used. =)

I really think there should be an option for that, I am not developer, but how hard can it be to implement some option to switch that?

Yeah, but that’s why sacred2 gave you an auto-merchant option with your character. Just open the inventory and immediately sell for gold on a single shift-click. I’m surprised that more games don’t have such features. Torchlight does it with the pet (which isn’t as efficient), but maintains a sense of immersion. In this case, the feature is still very useful and adds depth so was also a neat addition.

While torchlight has issues, I’m definitely buying torchlight 2 upon release. I’m fairly confident that the modding community will fix whatever issues they have with cooldown timers and skill scaling just like they did with torchlight.

Dejnov.

It’s a personal issue, but I prefer to have my loot in as small packages as possible. Why should I waste time picking up and sorting out crappy junk all the time, if I can just limit myself to picking up only stuff that has possibly competes with my current equipment? Because that’s eventually all there is to it.

Ofcourse, with grinding it into pieces, every piece of equipment can become useful. I just hope I don’t have to manage stuff in my inventory screen all the time if I can use that time playing the game.

I totally went through stages. In the very beginning, I picked up everything to sell to merchants. Then after a while I stopped picking up the broken items. Then I stopped picking up regular items, then I stopped with the yellows. I still generally pick up purples and greens to at the very least check them out. Purples are often useful for storing in the caravan for another character.

But yeah, you quickly learn to ignore anything below yellow in TQ.

I voted no because I want to decide what’s in my inventory.

It makes the game a lot easier and unrealistic. You are in the middle of a fight and a friend opens a chest on the other end of the room and suddenly you get the potions?
How is that even handled? Who gets the potion if there are more players in the area?

All kinds of auto-pickup seem strange to me.

I think the auto-pickup of gold is also questionable. I like that it’s divided and given equally to the players but I think at least one player should click on the gold to pick it up. Then an enemy should drop only one bag of gold instead of more.

I wanna play a game and not watch an interactive movie.

Hi mithrial, you still decide when you pick up your loot - as [post=6525]GD will have individual loot only[/post] … that is except for Auto Gold Pickup. It’s just that potions are picked up automatically.

Edit: OK, if another player opens a chest, which has a potion for you, then you will pick it up when you are in range.

Thank you for your answer. I haven’t read all threads yet.
Individual loot is really good, though.

You haven’t!??! Shame on you :smiley: Just 2000+ threads here :stuck_out_tongue: