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was just going to post this. This would make sure nothing gets lost when mf swapping!
I dont know if anyone suggested it yet cuz i came here straight from diablofans...
So i was so high once that i tought i vendored my main wep and i switched games i had a mini heart attack there that i lost my best wep but luckly it was in my stash
Then i came up with the idea of "item insurance"
basically you insure the items you want so they cannot be sold to a vendor or on AHand you can uninsure them anytime you want, but you wont be able to accidentally sell them.
The "way" to insure or un-insure an item could be by an NPC or simple right click on auction house menu like theres for "search for similiar items"
Well, I'm pretty sure there have been many, many ideas on how to realize an "item-lock" system and I'm just going to throw in one more: What about a special Dye that makes items "unsellable"? This would have several advantages and disadvantages to consider:
- dyes are built into the game already
- applying dyes is easy and reversible
- some cost would be linked to making an item unsellable
- easy to build into the game environment (extra colors from a special vendor, details below)
- possibility to prohibit players from salvaging or even dropping items dyed this way
- these special dyes would need to be applied to items dyes can currently not be applied to (dye system itself might need a more or less slight rework)
- potentially confusing way to implement an "item-lock" system for inexperienced players
- potential conflict with style individualization
The dyes could be sold from a special vendor in Bastion's Keep or wherever, named after certain demon parts:
"Dune Thresher Liver Dye" - pink
"Fallen One Gallbladder Dye" - beige
"Grotesque Stitching Thread Dye" - grey
Items dyed in these fashions would simply become unable to be sold because... well, either because they acquire an awful stench by being dyed that way or because they become bound to their wearer due to the demonic nature of these dyes. Whatever, you'll make something up that fits in. ;)
Diablo III is a pretty straightforward hack-and-slash with a pretty straightforward supporting UI. Ideally, we want to keep the UI and its widgets as minimal as possible, so we approach additions to it carefully and with a lot of consideration.
Like I said in a previous post in this thread, the reason I asked questions wasn't to debate an idea, but to get very focused feedback on what the value of something like an item lock would actually be. A lot people might ask for a feature without really thinking about if (or how) it improves their game experience, and that's what my questions were looking to address.
I would prefer allowing a change to the hotkeys for equipping/IDing items to item lock. Having item lock would make it inconvenient for ppl who want to item change during tight situations. For example, making a quick change to a weapon with more life steal against elites with RD. Or switching to gears with more defense/resist/vit against boss/elite fights.
Having a separate hotkey doesn't change the gameplay much if at all.
Yeah, the only thing that needs to be prevented somehow is that *right click = equip item* thing. Even though I never vendored my equipment by mistake, I do occasionaly equip things instead of identifying the item right next to it. Which leads to a slight annoyance / such mistakes.
Not long ago I bought a RPG game called Kingdoms of Amalur and played that at lot. That game has an inventory feature, where you can label your items as "junk" and when you go to a vendor, you can click the "Sell all Junk" button.
I think this type of system would fit perfectly for D3, because the way I play (and probably most other people play), is that I don't fill up my inventory with loot before I take a look at it. I look at the stats of items I pick up, almost right away and compare with my currently equipped items, before I move on to kill more monsters and pick up other items.
If I somehow could alt-click the item or something similar to mark an items as "junk" (maybe the items would become grayed out or a symbol would be placed on top of it so I can easily distinguish items I have looked at already and are marked as junk, and items I have just picked up and need to look at. If this sounds a bit too advanced or might be confusing for people, then have the option be enabled when elective mode is on.
This system would help people sell their "junk" items and have a good overview of what they actually sell. That way minimize the risk of selling items they want to keep and a fast way of emptying their inventory at vendors.
I'd really like to get your response on this idea please. (and also the response of other people)
Edited by Splike#2594 on 11/7/2012 5:16 AM PST
Yeah, as I said... I just wanted to throw one more idea into the pool since after all, I think it's a worthwhile addition to the game. I don't care if it's done "my way" or by implementing a checkbox to activate "item-lock", by adding an additional keybind to gear-swapping or by adding an easy to use "label as junk" option as suggested by Splike.
I just thought this could be a way to give said system a little bit more flavor and make it fit in the game world better rather than it being simply an extension to the UI. Which would be fine as well. ;)
Edited by Krostas#2972 on 11/7/2012 7:33 AM PST
I know this is arguing a hypothetical, but what if Blizzard did implement an item lock and you develop habits that still allow you to lose an item?
Are we going to ask that they add more difficulties to vendoring?
I think that is Blizzard's primary concern; in designing UI's for anything, you can only add so many "Click Yes to continue" mechanics before people stop reading them. As for my own examples;
1. I have gotten so used to permanently deleting items on my desktop that I did use Shift Delete on a document I had spent a week writing. I just hit Shift Delete and followed it with an Enter as I always did.
2. I destroy items frequently at the blacksmith, and just hit click + Enter over and over. And yes, I have accidentally destroyed a legendary or two this way.
In both scenarios, a mechanic exists to prevent me from just accidentally permanently destroying something, and yet I developed a habitual means of defeating that. So my question remains (as a hypothetical); how many mechanics can be implemented before we can say "it's now OUR responsibility"?
Item locking could be an advanced UI feature. It does not need to make the UI any difficult to new comers. They don't even need to know the feature exists.
The value of this feature is to protect items we have purchased or found. I bought 300m in gear over the weekend. This has a real money value of about $150. I'd like to protect that and if it means clicking through four menus to enable a feature that allowed me to protect it, I'll go through the hassle of enabling it. Item locking does not have to detract from the simplicity of the current UI at all. It's for expert players with things worth protecting.
I don't even have the "greatest" gear or anything irreplaceable. Think about the people with $1000 or more who could literally delete a $500 item by accidentally right clicking at some point. The system needs to protect our investment of time and money a little better.
That is a use case and some acceptance criteria around item locking. I'm not prescribing how it actually gets implemented other than I want to protect myself from selling, grinding, or dropping the things that are worth hundreds of dollars, hundreds of hours, or outright irreplaceable.
I should also note that the need for this feature is increased with the introduction of MP due to the fact most players will have two gear sets and be swapping items for dps/resist gear depending on the mp being ran. I'm not talking about MF swapping per kill but just changing from stash before the run.
I'd love to see the feature make it into a 1.0.5 patch and not wait for all the other grand features you have planned for 1.0.6. I trust you'll take your time to do it right but I'd rather see it get out the door and be improved upon down the link.
Thank you for considering and listening to feedback.
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