The secret purpose of white items

And what about people like me who create new characters frequently and do in fact find a use for them? I set my filters to rares immediately on entering a new game but I also have my key binds set to show everything at a press and I pick them up and use them.

Remove them completely without that option and I spend my first levels killing enemies and getting… Nothing?

Sure thing. Sounds like fun.

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I already mentioned that earlier in my post… in favor… of white items… are you just trying to pick a fight or what’s your problem really? I’m on the side of white items. I’m just explaining that the “but it will make mobs OP!” arguments are silly.

Your recent posts sound rather combative… What with all the fanboy flinging even tho noone was talking about anything that could be remotely tied to fanboy logic.

And going off your recent posts again… Nothing you just said sounds like you what you are now saying here.

What am I missing?

Edit: Sorry, yes the first two paragraphs of your initial post I agree with. You kind of set me off with your last paragraph of that tho… Which did seem very much like an attack.

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Creating fake explanations is straight fanboyism. That’s not flinging anything, that’s just the truth. Creating explanations from poor understanding of how games are coded is the same thing.

The summary of this entire thread is: white items can be filtered out, there’s a bug/missing feature with auto-pickup. Instead we got people trying to explain it away while insulting the OP and it’s my fanboy comment you’re worried about. It was combative far before I got here.

Uhm, the very first thing I said:

I edited my post above^

Do highlight what was a false explanation tho. I’d be interested to hear what was false.

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OK.

That’s not how it works. That’s not how any of this works. The latter is so bad it confused the OP:

I don’t believe that this is a thing.

The OP is talking about the gameplay items, the ones you actually pick up and can equip. There’s no reason whatsoever to assume that he’s talking about whatever internal abstraction the devs use, since he shouldn’t even have insight into that, unless someone’s desperately trying to defend a UI decision by implying it’s a code driven decision (this is a common tactic, and there are situations when this is true, see WoW backpack).

It’s like if someone came in to WoW forums and started talking about removing some ability from Onixia and people lashed out saying that removing the white rabbits would be really bad for the game. It’s just not as obviously ridiculous in this case because it’s likely that in-game droppable white items are closely mapped to internal abstract representations of white items, but you can have such an abstraction and never represent it in the game.

I wouldn’t call it false. White items are indeed the base for the magic and rares. The OP wanted to know the purpose of whites. Technically both statements (yours included) are true tho.

In the end, they are in the game and we all know they aren’t going to remove them however many years later, just because some people don’t see the use for them. They do serve a purpose no matter how limited. On that I think we agree.

He shouldn’t have to sift thru them at level 85… And if Crate fixes the pickup keybind issue it will no longer be an issue for him.

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There are many games where there is no such thing as a white item but there are still items with properties or such. There are games where certain items only come in “yellow” varieties or up. Where are the white items for augments? They are yellow and up. Not only is a “base” not truly necessary, but it can also be completely abstracted away.

That’s why it’s false. I’ll admit that it may have been stated out of confusion rather than ulterior motive, though.

In the game. White items have no such gameplay purpose, they are not used in crafting to create yellows, nor are they used by in-game industry simulators to create yellows. That’s what he’s referring to: he doesn’t understand why there are white items in the game when they are not used for anything.

In contrast, there are uses for white items in Diablo II. Similarly, in DIII, there are white items, and there is no item filtering, and they again could have easily been removed, but they were included for Blizzard’s argument of loot pinata feel. Never once has Blizzard said they can’t exclude them because of coding abstractions. In all cases we’re talking in-game because users don’t need to worry about how the game is coded, it’s not their problem. If a user comes to a forum and complains about things, they’re talking about the game itself, not the abstractions that govern it, as they have no insight into that.

I can see his point. He expects white items to either have a higher order in-game use or not exist in the game. It’s really not that crazy of a request, even if it’s one I disagree with.

Yes. I am big on immersion so I don’t want them removed because I want there to be white items in the game, just like I like games that make flowerpots destructible without dropping anything.

Yeah, I never use autopickup so I didn’t even know this bug existed.

I tried it a little and I probably would actually make use of it if it wasn’t for the problem that it just pickups up anything even if hidden.

As for the rest I can agree (and others have brought it up well before this) that it would be good if whites did have more use, especially in crafting, which would go a long way toward ending any future complaints and discussions like this.

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Almost completely off topic of what OP was having an issue with but, given the title of the thread, i will say that yes, the Salt Bag (white item) does in fact have a secret purpose :wink:

yeah, if that key picks up items that are filtered out, it should be fixed, I just click on them.

that could work, but the point that was being made was that you cannot remove them from the game, i.e. the monsters still would equip and use them, whether they then drop and get filtered out or not drop at all would not change that.

Given that the question was whether they serve any purpose, the answer still would hold true though. Their purpose is for mobs to equip them…

of course that is how it works, you are just discussing something that is different from what they were talking about… you talk about not having them drop, they talk about not having mobs equip them

this one is entirely accurate. If no whites drop, the drop rate is lowered, of course this only matters for the levels until you filter white out.

also true, since they would be replaced by yellow or green items.

Your proposal does not remove them, it removes them as drops, the mobs still equip them… so in essence you just apply the filter differently, you do not remove the items from the game

agreed, this one was pretty bad, also factually wrong (they are not the base for uniques, just yellow and green)

Then fine I’ll fix my statement “you would have no yellow or green items without white items”, unless they removed affixes and made yellow and green items come with set stats like blues and purples (which would be a horrible decision).
Do white items have to drop no, but they have to be in the games code so they can roll affixes. But I said why they drop in my first post which is to dilute the loot that drops so gearing up takes longer prolonging the average players actually time spent playing the game, while not getting frustrated killing bosses or champions and having nothing drop at all.
Some games make better use of white Items like POE, but most people on this site seem to not enjoy having to pick up white items to use for crafting and what not.

Items in game are only relevant to players as items they use. Any other item is not really in the game, it could as well be part of the model. Similarly, unclickable urns are not relevant to the user and if they start talking about removing urns because they think they’re annoying pixelhunt for it means removing clickable urns, not removing urn models. Nobody is talking about removing white weapon models. Nobody is talking about removing white weapon stats.

Mobs don’t need to “equip” items designated for players. They need not “equip” anything at all. They need not even have an inventory. They could be models with stat sheets and a loot table. This is an implementation detail. It’s not relevant to the user. The user is not pointing at an implementation. They’re pointing at the items that drop for them.

They’re removed from the game from the perspective of the user. The user doesn’t care how mob equipment works and in most games there’s no relationship between mob equipment and player equipment, and it makes no sense to discuss mobs as having certain kind of items.

I.e., if you play DIII, and a mob has some scepter, it’s never going to drop, because it’s not a valid player scepter. The model will still fall on the ground, but that’s beside the point. From the point of the view of the player, that scepter doesn’t exist as a usable item. Similarly, in many games, an item can drop as a model 5 times, but only drop as droppable 1 time. Only the one that dropped is a real item for the user. They know the model is there, too, but the model can be a completely separate stat stick.

You’re getting confused by GD’s WYSIWYG system but user experience and internal implementation should always be disjoint and when a user comes to you with complaints you do not act dumb and pretend that they’re talking about implementation when they are just complaining that your UI sucks.

Even in GD’s system, mob “equipment” is “fake”, sorry. Devs are not going to worry about balancing all items both as mob equipment and as player equipment, they’ll slap player relevant equipment onto the mob and then they’ll tweak the mob’s internal stats such that the mob is still as strong or as weak as they need it to be. So if they need a mob to have resistances, they’re not going to work out how to give them a chaos resistance ring that won’t be OP if a player used it, nor are they going to design mob-specific masteries, they’re just going to slap some resistances on the mob. So the mob will still remain a stat table and the loot table is represented by the mob’s models. The model for white and yellow items is the same anyway, you can just reuse the same axe, add the white stats internally, and move on.

If you move away from trying to guess as to how the internals work, the argument makes no sense. Apply it to any game without WYSIWYG loot and it’s made obvious.

I’m having trouble understanding the problem here.

This is a dumb argument IMO, you’ll spend roughly 5-10 minutes in the “white item range” before getting yellows and then greens for the following hours/days/months of playing. If everyone is filtering them out from the beginning, I see zero reason for white’s to be droppable. Is it even close to a big problem, no, but the defenders of them dropping in this thread sound silly to me.

Alright. I’ll argue with you. As soon as you you can determine a more realistic time to make it to level 10.

Hint: it isn’t 5-10 minutes.

And as soon as you can make a better argument than “this thread sound silly to me” that doesn’t include cop out phrases like “fanboy”.

Best of luck… Your own personal fanboy,

powbam

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this is plain wrong, as the monsters also use the items and their stats are affected by them

Nobody is talking about removing white weapon stats.

the ones you were quoting have been, also it is not clear at all that the OP was not talking about that

Mobs don’t need to “equip” items designated for players. They need not “equip” anything at all. They need not even have an inventory. They could be models with stat sheets and a loot table. This is an implementation detail.

no one is saying that you could not redesign this and end up with something entirely different, but that is not what has been discussed here… it’s like you are the only one who has a completely different discussion in the same thread and are surprised that the rest of it has nothing to do with your posts

You’re getting confused by GD’s WYSIWYG system

I am not confused at all, you seem to be confused by the fact that this thread has not been discussing what you are talking about and try to see every post through your lens despite this.

The discussion was about ‘what is the purpose of white items in the current implementation’ while you post about ‘can there be an implementation that does not use white items’. I only pointed that out, but apparently unsuccessfully

I would like to use the pick-up key, if it adhered to the loot filter setting. And then we would not have to question the purpose of white items.