05/20/2012 05:50 PMPosted by StoraIf you want to be able to level your blacksmith/jeweler or buy something in the AH, we better hope that you enjoy bringing craploads of trash back to the vendors
05/20/2012 06:37 PMPosted by ObsolescenceIf you want to be able to level your blacksmith/jeweler or buy something in the AH, we better hope that you enjoy bringing craploads of trash back to the vendors
Personally, I'd prefer being able to be able to sell white from the inventory, or allow people to dismantle whites into a stack-able item you can sell at your leisure.
Diablo III's model is based on the previous Diablo games. Thus, you get this.05/20/2012 05:29 PMPosted by ObsolescenceExactly. In almost all RPGs, the items that monsters drop are actually worth a significant, if not greater, portion than the direct money drop. This is why players actually pick the loot up and sell it. If 95% of a mobs value drops as direct currency, why would anyone - in any game - bother to go through the trouble of picking up and selling the items when they make up such a small portion of the value.
Diablo 3 has made this specific error. They put common loot in the game but didn't give it enough value to function like loot. If you're concerned about gold inflation, just reduce the average drop value in proportion to the increase in avg items value.It's not an error, so much as a different opinion. You can ignore it or grab all of it.
How does letting me disable seeing it affect anyone else enjoying all of the "confetti"?It doesn't really. I'm not opposed to implementing that idea, though it should be strictly a visual setting and no changes to the loot occur. Of course, this does mean a lot of the mobs you kill will drop nothing. :/
How does giving it more value while reducing gold drops change the economy?The economy? Not so much. The gameplay, a great deal. If they increase the value of these items and decrease gold drops to compensate, then players will find themselves being required to pick up five to ten times as much loot just to have the amount of gold expected of them. That's a very bad change, I think. It means you're portaling back to town to vendor items every few waves of mobs. I'd rather ignore most of the items and only go back after bosses, like I do currently.
How does letting me sell it from my inventory ruin anyone's fun?Not a bad idea, and I think probably the best one.
05/20/2012 07:09 PMPosted by StoraGrey/White items need to be decorations and nothing else. But the useful plain items should be another color.
05/20/2012 07:31 PMPosted by SváfaIt doesn't really. I'm not opposed to implementing that idea, though it should be strictly a visual setting and no changes to the loot occur. Of course, this does mean a lot of the mobs you kill will drop nothing. :/
05/21/2012 02:03 AMPosted by DizZieJayDo they serve a purpose? Yes. It's to fill that void between no drops and blue+. If you take a step back and really look at the broad picture, whites/grays are necessary in the way that if they were not there, you wouldn't have anything to look at after wiping out mobs because picking up blues+ is already going to be automatic for you.
05/21/2012 02:03 AMPosted by DizZieJayIf you are the kinda person that likes to clear the ground and scrounge up all the gold you can possibly collect, so be it, your filler items will be there. But at the same time, if you are like me, you can just visually see those filler items, and completely overlook then without having the chance of missing out on other valuables.
1st post on diablo forums...
wtf is your problem? just don't click the white items...surprised to see people !@#$%ing about this on the internet. oh no you have to pay attention to what you loot....
Do people just hate change? Do they just hate people who care about game design? I didn't realize just how many people would bother to post on this thread just to hate on me because I thought this was an issue worth mentioning - that 80% of the items that drop in this game actually lose you gold if you purposely or accidentally pick them up.
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