QoL Autoloot

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jakob601#6439 wrote:
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Just like after 12+ years of complaining there's still an exp penalty?

Here's a wakeup call for you: People using the forums and Reddit are the minority. The actual majority just plays the game and moves onto the next once they're done with the league.

Some friction is good and healthy for the game. Picking up loot is one of those cases. You're free to disagree but that doesn't change this games design space over night. After a decade+ of no autoloot it might be time to get the hint. PoE isn't getting it.

You don't want it either. PoE china has it, they monetized it, and it's been bad for the game. If you want autoloot that badly there are games for that but PoE isn't one of them and never will be.


So your entire argument boils down to "don't listen to the feedback forum, even if the same feedback were to pop up frequently, because the majority of players doesn't give feedback but rather plays the game"?
Nah. GGG listens to feedback all the time. But sometimes as a developer you just know better and no amount of feedback changes that. PoE not having autoloot is one of those things. You as a player perceive it as a lack of QoL but there's much more to that.

A seemingly small change like that comes with heavy implications that the average player doesn't consider. GGG has to not only consider said implications but also adjust and actively design everything around them. Sometimes it's just not worth it or bad for the game, this you are not getting it. For such cases no amount of feedback will change that.

There's a difference between sensible feedback and bluntly requesting something over and over again. Learn the difference.
Last edited by Celestriad#0304 on Aug 10, 2025, 4:30:29 AM
We've already seen how autoloot plays out and feels with affix shards in LE. You completely stop recognizing it as loot.

Removing the loot aspect from a loot-focused game is about as clever as removing guns from CS.

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jakob601#6439 wrote:
Yes it would be happening if enough/the majority of players demand it, that is literally how this goes. A developer would need to be entirely stupid to ignore the playerbase.


That may be true for some indie games but it's just extremely entitled otherwise.
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There's a difference between sensible feedback and bluntly requesting something over and over again. Learn the difference.


Maybe you should learn the difference between argument and fallacy


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We've already seen how autoloot plays out and feels with affix shards in LE. You completely stop recognizing it as loot.

Removing the loot aspect from a loot-focused game is about as clever as removing guns from CS.


But that is, and correct me if i am wrong, because you don't actually see the shards dropped. I would still want to see the currency drop, but be picked up automatically once i go near them. Just like gold works now, you still see the gold drop, you still notice it as loot, but you dont have to actively click around to grab it.

The clicking for example has so often screwed me over in blght when picking up stuff around the pump, because i like putting the portal on top of the pump and keep accidentally hitting the portal. Which i acknowledge as an issue unique to me.
Last edited by jakob601#6439 on Aug 10, 2025, 4:40:44 AM
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We've already seen how autoloot plays out and feels with affix shards in LE. You completely stop recognizing it as loot. Removing the loot aspect from a loot-focused game is about as clever as removing guns from CS.

But we already have autoloot gold (and expedition artifacts). Do you stop recognize how many gold you get from map? Do it reduce value of gold for you? Or you really prefer click on every pile of gold?

If you see some notification, like with gold (or expedition artifacts), how many you get from this mob. Then there is no problem of recognizing. It's same as you click on it.
Last edited by felix0808#2550 on Aug 10, 2025, 4:53:49 AM
Here, have a real world example:

Currently in the juiced endgame it is not worth my time to loot anything below 5c. I tailored my lootfilter accordingly and only click on what I consider worth.

This results in hundreds of smaller currencies that I just leave behind. We're talking dozens of Chaos, a hundred plus alc, fusings and so on. If I were to click them it would take me significantly longer to play my next map so the obvious choice is not to loot. This is called an opportunity cost and the game is designed around these. You can also call it decision making.

With autoloot I would get all that shoved in my stash. Thousand upon thousands of smaller currency I previously wouldn't have picked up is now suddenly available. My efficiency is through the roof and I can farm even faster because loot is no longer a consideration, it just happens as I mindlessly blast through maps.

What do you think will happen with all that currency? It will significantly weaken your purchase power. At the higher end everyone will have this surplus of loot, stuff that would be left behind previously, at the lower end not so much. It doesn't make me richer personally, it drastically weakens the purchase power of everyone else who is generating less. I would have to adjust my item prices to account for the newfound hyperinflation. Why sell an entry level item for 50c when I can now just get said 50c from some map, and I don't even need to click to loot those 50c? Simple, I lost the item for much more to be worth my time or straight up vendor it.

What you're asking for isn't a simple QoL change. It's effectively asking for GGG to severely nerf drops and impacting the game negatively as a whole.

Go and explain to a new player why their Tabula suddenly costs 200+ Chaos. Affordable early or mid game gear? Dozens of Divines. You can go further and apply this to many aspects of the game which is why it isn't happening.


It's bad for the game in its current form. It won't happen.
Last edited by Celestriad#0304 on Aug 10, 2025, 5:06:07 AM
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Last edited by Rextec#4521 on Aug 10, 2025, 5:06:53 AM
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Here, have a real world example:

Currently in the juiced endgame it is not worth my time to loot anything below 5c. I tailored my lootfilter accordingly and only click on what I consider worth.

This results in hundreds of smaller currencies that I just leave behind. We're talking dozens of Chaos, a hundred plus alc, fusings and so on. If I were to click them it would take me significantly longer to play my next map so the obvious choice is not to loot. This is called an opportunity cost and the game is designed around these. You can also call it decision making.

With autoloot I would get all that shoved in my stash. Thousand upon thousands of smaller currency I previously wouldn't have picked up is now suddenly available. My efficiency is through the roof and I can farm even faster because loot is no longer a consideration, it just happens as I mindlessly blast through maps.

What do you think will happen with all that currency? It will significantly weaken your purchase power. At the higher end everyone will have this surplus of loot, stuff that would be left behind previously, at the lower end not so much. It doesn't make me richer personally, it drastically weakens the purchase power of everyone else who is generating less. I would have to adjust my item prices to account for the newfound hyperinflation. Why sell an entry level item for 50c when I can now just get said 50c from some map, and I don't even need to click to loot those 50c? Simple, I lost the item for much more to be worth my time or straight up vendor it.

What you're asking for isn't a simple QoL change. It's effectively asking for GGG to severely nerf drops and impacting the game negatively as a whole.

Go and explain to a new player why their Tabula suddenly costs 200+ Chaos. Affordable early or mid game gear? Dozens of Divines. You can go further and apply this to many aspects of the game which is why it isn't happening.


It's bad for the game in its current form. It won't happen.



this is too much for them to understand, mageblood 200d > 500d
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But we already have autoloot gold (and expedition artifacts). Do you stop recognize how many gold you get from map? Do it reduce value of gold for you? Or you really prefer click on every pile of gold?

If you see some notification, like with gold (or expedition artifacts), how many you get from this mob. Then there is no problem of recognizing. It's same as you click on it.


I don't have even the slightest of a clue about how much gold I'm getting per map. You could tell me it's 20k or 200k and I wouldn't be able to answer. I also have gold hidden on my filter because why would I show it? It just clutters the screen with meaningless numbers. I don't see why it would have a value unless you're starving for it or are constantly flipping items through Faustus.

As for the notifications I don't recognize them. It's a random text on the screen I know I don't have to care about. It doesn't impact how I play in any way.
"
Here, have a real world example:

Currently in the juiced endgame it is not worth my time to loot anything below 5c. I tailored my lootfilter accordingly and only click on what I consider worth.

This results in hundreds of smaller currencies that I just leave behind. We're talking dozens of Chaos, a hundred plus alc, fusings and so on. If I were to click them it would take me significantly longer to play my next map so the obvious choice is not to loot. This is called an opportunity cost and the game is designed around these. You can also call it decision making.

With autoloot I would get all that shoved in my stash. Thousand upon thousands of smaller currency I previously wouldn't have picked up is now suddenly available. My efficiency is through the roof and I can farm even faster because loot is no longer a consideration, it just happens as I mindlessly blast through maps.

What do you think will happen with all that currency? It will significantly weaken your purchase power. At the higher end everyone will have this surplus of loot, stuff that would be left behind previously, at the lower end not so much. It doesn't make me richer personally, it drastically weakens the purchase power of everyone else who is generating less. I would have to adjust my item prices to account for the newfound hyperinflation. Why sell an entry level item for 50c when I can now just get said 50c from some map, and I don't even need to click to loot those 50c? Simple, I lost the item for much more to be worth my time or straight up vendor it.

What you're asking for isn't a simple QoL change. It's effectively asking for GGG to severely nerf drops and impacting the game negatively as a whole.

Go and explain to a new player why their Tabula suddenly costs 200+ Chaos. Affordable early or mid game gear? Dozens of Divines. You can go further and apply this to many aspects of the game which is why it isn't happening.


It's bad for the game in its current form. It won't happen.


Have you read the initial post at all? It doesn't call for auto sending to stash, it calls for automatically picking up items and putting them in your inventory, with limited space. Making it still not feasible to actually take these 500+ small chaos drops.
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With autoloot I would get all that shoved in my stash. Thousand upon thousands of smaller currency
If you really want to fill whole your inventory with alchemy / binding / augmentation orbs, and use all your portals to unload this stuff six times per map... Then who cares :D I don't make money by selling it. It doesn't affect neither my "purchase power", nor new players. Even they understood that one lucky sold trasfigured gem, that they accidently got from lab, worth much more...

But what i care about, is not clicking 50 extra times on essences on map, which i run for 4min. Same for harbinger, blight, breach, harvest...

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Go and explain to a new player why their Tabula suddenly costs 200+ Chaos. Affordable early or mid game gear?
And how your trash currency would affect the price of unique items? Where is the logic? It only lowers value of trash currency itself, to the point that even you exclude it from autoloot.
Last edited by felix0808#2550 on Aug 10, 2025, 5:27:41 AM

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