Regarding some suggestions for improving the game

Zantai stated it in Lore discuss as i recall

edit. yep

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Imagine if instead of those three, we’d chosen Scorv as the Ravager’s host. Cairn could not have survived that team up.

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Wow, never knew that. I love the attention to detail that Crate have put into this game.

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People don’t have "sell everything " and still sell Stormheart , Sadhina Memento and similar items that locks your character from certain boss encounters . Back in the days in WoW , I witness how best in slot items end up in the vendors as well , also you can’t retrieve every item if you sell too much cause vendor deletes items to open inventory space , imagine misclick your main tab with all the components , if it’s an in-game option with on/off option than yea it’s harmless you choose to use it or not

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Thank you for your reply. Yes, I also expected a nerf. But I estimate it will remain at its previous level. If you told me it would be a significant nerf that would reduce summoning power, I would immediately abandon my stance.

Thank you very much for your reply.

  1. It’s an optional extra; you could even choose not to use it. 2. If you sell the wrong item, you can retrieve it from the shop. 3. You can also add a confirmation window before all items are sold.4. You could even control whether this feature is enabled or disabled in the main menu settings.

(wouldn’t it be fun if after each defeat Mogdrogen scaling increased to represent him showing more of his true strength until he became impossible to beat? :scorv:)

Thank you so much for your reply. That’s a really interesting suggestion.

That’s not always true. Once the merchant’s inventory is full, the first items to be sold start disappearing. I think if you had this feature you would get hard luck stories of people who had sold the second Alkamos ring that they had finally got to drop, or quest items, and not been able to buy them back.

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Friends, we can’t avoid eating for fear of choking. The chances of selling critical items under multiple safeguards are extremely low, but the benefits are repeated convenience. I think those who have enabled this setting have already accepted the low risk. But differing opinions are exactly what we need.

Friends, I have reorganized everyone’s opinions and added more comprehensive supplements. I hope you can give me your feedback.

That’s not really a viable argument, as there’s a necessity to eat. A more apple:apples would be something like,

“Should I eat uncooked meat, just because I like the taste, although I can get a parasitic infection from it? But, why should that matter, since we have doctors and medicine?”

As far as “Sell All”, yeah, it’s a nice to have. But at the same time, many people keep swapable items in their inventories, or components/augments to use on-the-fly. So we’d also need a way to ‘mark’ items, so they don’t get caught up in the ‘Sell All’.

I’m up in the air on it. It’s a nice QoL, but nothing that’s overly bothered me in GD anyhow, since being selective with what you pick up seems to be a design decision.

Friend, thank you for your reply. My suggestion is for those who spend a lot of time repeatedly playing GD. For these people, selling items in bulk is like eating—it’s a necessity. Moreover, this feature is optional and offers multiple safeguards. If the forum had a poll, I would let everyone choose. I genuinely think this feature is useful; it’s not about design selectivity but about design completeness—it shows whether these players have been considered.

I’ve been playing Grim Dawn a lot and here’s my thoughs :

  1. I don’t care
  2. I also don’t care

For 1. and 2. , I usually farm, than sell, than keep stuff in my stash (“item assistant” is a must here if you play a lot IMO)… rince and repeat … I use the search in the stash (rarely) and in the item Assistant and that’s enough for me

  1. Sure , the increase in power is a no no in between each kill though
  2. I don’t play summons builds but all i know is you usually want to make the player summons their “pets” to keep the player engaged in some ways + skills like bone harvest … ect
  3. I don’t care, Sounds like a waste of space
  4. Maybe, I am open for new possibilities for all components

When I say “I don’t care” it means I don’t care if it’s added but I would’t ask the feature to be added

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Maybe these people you are talking about do it out of habit. I don’t think selling items is a necessity at all anymore since the loot economy was rebalanced with v1.2.
By far the most money is made in SR runs (dunno about Crucible). In the main campaign, imo the best way to make money is just killing monsters, doing totems, opening chests etc. and syphoning up those iron bits.
Stopping every few seconds to pick up obvious vendor trash is a bit of a waste of time imo, and selling that trash is just a little bit of extra money that for me and many other players isn’t worth the effort anymore.

The only time where I pickup vendor trash is when I want to skip Act 1 and need the iron to repair the bridge to Act 2. Otherwise I only pick up items with potential use. I’ll sell them when they have bad rolls or the wrong affixes that I didn’t notice while looting, but not really for the money, just to get rid of them without cluttering the floor all around the stash :stuck_out_tongue_winking_eye:

Yeah, I can’t remember the last time I sold anything to a vendor, and always seem to have millions of Iron. Have a bunch of Iron Bars in my shared stash, and have never even bothered to cash any of them in.

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Thanks for your reply, friend. This feature has never been about the economy. Let me give you an example. I’ll craft a belt over twenty times until I’m satisfied or at least accept it. I also collect items for other characters, and I don’t just stop; I pick up all the items that meet the filter. I’ve played almost every build, and I even wrote an article discussing which skills are fun, disregarding skill strength. So I’d need both a sell-all feature and an inventory search function. Basically, everything would be suitable for players who replay the game.

This is a misunderstanding.Thanks for your reply, friend. This feature has never been about the economy. Let me give you an example. I’ll craft a belt over twenty times until I’m satisfied or at least accept it. I also collect items for other characters, and I don’t just stop; I pick up all the items that meet the filter. I’ve played almost every build, and I even wrote an article discussing which skills are fun, disregarding skill strength. So I’d need both a sell-all feature and an inventory search function. Basically, everything would be suitable for players who replay the game.

Friend, I always welcome all opinions. But I think you’ve misunderstood point 5. You said point 5 only wastes space. But the person who ultimately decides whether to put something in the warehouse is still you; you decide what’s worth putting in the warehouse. The point of point 5 is to reduce meaningless repetition and save a lot of time, and time is the most precious thing, so I don’t understand why it would waste space.

Friend, I didn’t misunderstood you.

Would you keep all augments in the shared stash ?
Or maybe just the armor augments ?
If you want all augments, it’s at least a full tab of augments in your sharedstash that you will need to maintain. It’s like maybe 100 augments to deal with and maintain decent lvl in between builds

They won’t suddently all go down at the same rate, and maintaining all of them is a lot of time lol.
Seems like a waste of time to me. Puting augments in your gear takes a very short amount of times, if needed I look real quick the augment that I need in grimtools.com on the theorycrafted build that I have done, and in less than 10 secondes I know what I need and where to get it.

Most of the time you need a few of the same augments, so you save a lot of time there too
Dealing with Mandates is enough in my shared stash.

You can do what you want and put whatever you want in the shared stash but… I disagree that you would save a lot of time there.

Friend, I think you misunderstood me

I think you still misunderstood. You may not have read the original text clearly.

The following is the original text: This point seems quite controversial at the moment. After some consideration, I think it could be arranged like this: a player would only unlock the restriction to put enhancement items into the shared stash after completing the game with ten different characters. This way, we can avoid repeating the same tasks in subsequent games, while still fully experiencing the reputation system. I think this is very feasible, and I would appreciate any further feedback.

The time-saving suggestion refers to eliminating the time spent on repetitive tasks. Nobody puts 100 augments into their repository; you only put what’s worthwhile. Crucially, this setting has no impact on you; use it if you find it convenient, and don’t use it if you don’t.