That's right, every common item that you pick up actually loses you some gold. Does that make sense to you as a player? Should 80%+ of the items that drop in this game have negative value and serve no alternative function? This thread has been created to explore the problem and suggest solutions.
Here are some key concepts that have been established in the thread so that you can quickly get up to speed on this issue.
Common items (white/grey equipment) sells for 2-9 gold per item regardless of Act, Difficulty, or item quality.
A full inventory of white/grey equipment sells for 60 - 270 gold regardless of Act, Difficulty, or item quality.
In the amount of time it takes you to TP back and sell common items, you could have made more gold by simply killing more monsters instead of TP'ing after Act 1 Normal.
Therefore, all players should try to minimize the amount of common items they pick up, because even accidentally picking one up actually loses you gold as you either have to sell the item or take time dropping the item on the ground.
Here are two solutions that don't change game mechanics:
1) Allow players to disable seeing common drops so they can loot everything care-free.
2) Change the color of all white equipment to grey so that all common equipment is grey but useful things like potions, pages, and gems are still white and thus distinguishable.
Here are three solutions that would require a significant patch:
1) Decrease the amount of gold monsters drop and increase the amount common items sell for by that amount (so that gold income isn't impacted).
2) Allow enchanting/socketing of common items so they have an alternative function.
3) Reintroduce dismantling common items to use in crafting instead of gold cost.
Here are some common arguments against changing common items, with refutations.
1) Common items are meant to be ignored. They are just aesthetically pleasing "confetti" so people still see something drop even when it isn't blue+.
If you agree that white and grey items should be ignored, then why are you against allowing players to disable seeing them or picking them up. No one benefits from picking up this "confetti" so why should we not have the option to disable it if we don't care about the aesthetics? They don't force you to run the game on a high graphics setting because of aesthetics, so why do they force everyone to sort through all the trash items they never intended you to pick up anyway?
2) You can't change white/grey items without significant code reworking.
The proposed solutions would all require different amount of recoding. Some more and some less. Why would it be all that difficult to simply add an If-Then statement that disables an item displaying its name if it is white/grey? Similarly, an If-Then statement could be used to disable the picking up of white/grey items.
3) If you change the value of common items, the gold currency or economy will be damaged.
If they were to adjust the gold price of commons to make them worth picking up and selling then I would suggest they reduce the average gold that drops from a monster and shift that value onto the common items it drops. The white/grey items would then be worth selling, but no one would gain any additional gold.
4) If you make common items valuable, then people would be coerced into picking them up because ignoring them means you are losing gold.
This is a very real concern with adjusting the sell price of commons. However, I think the ideal situation would allow players to either sell their common items from their inventory, or allow them to dismantle the common items into a stack-able crafting material that can be sold later for equal value. Keep in mind also that there are several solutions that would have no impact on the gold value of commons but would still fix the problem by giving them either value, function, or removing them from sight.