QoL Pitch: Solving Splinter Fatigue & Preserving Game Integrity
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This pitch proposes a limited auto-pickup system for stackable league-specific items (splinters, fragments, coins) to eliminate a major source of physical strain and gameplay disruption, while deliberately excluding all regular currency and equipment to protect the core game economy and player agency.
1. The Problem: "Splinter Fatigue" Physical Pain: Clicking hundreds of individual splinter piles per map session is a leading cause of repetitive strain complaints in the community. Visual Pollution & Danger: Loot piles obscure deadly ground effects and enemy attacks. Game Flow Destruction: The constant "kill-stop-click" cycle is antithetical to the fast, fluid ARPG gameplay Path of Exile excels at. This is not engagement; it's friction. 2. The Proposed Solution: "Vacuum & Acknowledge" A two-part system that automates the chore and provides satisfying feedback: Auto-Vacuum Radius: Any qualifying stackable item within a short radius (~half a screen) is automatically collected. Qualifying Items: A strict whitelist including Splinters, Fragments (Maven's Writ, etc.), Perandus Coins, Azurite, Rogue's Markers, and ground Essences. The rule: If it has a stack size and exists primarily to be collected into something else, it qualifies. Critical Exclusion: All regular currency (Alchemy, Chaos, etc.) and every piece of equipment is explicitly excluded. This protects the weight of economic decisions and the core identification/loot evaluation loop. Player Feedback: When collected, a small, stylish icon of the item with its quantity (e.g., "x5") floats up and fades. A unique, subtle sound plays for confirmation. Optional UI: A temporary, minimal progress ticker could show counts for key items (e.g., Simulacrum Splinters: 127/300). 3. Why This Aligns with GGG's Design Philosophy Reduces Barrier, Not Depth: It removes a physical barrier to play without simplifying strategic depth. The decision of where to farm for splinters remains; the pain of picking them up is reduced. Enhances the "Feel": The audiovisual feedback makes loot acquisition feel more impactful, not less. It replaces a silent click with acknowledged reward. Preserves the Economy: By excluding central currencies, it prevents market distortion and respects the value of item filters and dedicated farming. Optional Implementation: This could be a toggled setting, respecting player preference. 4. Related Area of Physical Pain: Bulk Currency Crafting The same principle of "thousands of clicks" applies starkly to using Orbs of Fusing, Jeweller's Orbs, or Chromatic Orbs in bulk. A complementary system for "Bulk Crafting Stations" (e.g., a bench where you input an item and a currency amount, and it rolls until it hits your socket/link/color criteria) would solve an identical physical pain point for the endgame crafting community. Last bumped on Jan 24, 2026, 10:32:12 AM
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Easiest solution in my mind: all loot picks up in a purse like delirium, blight and incursion kills, with a drop on command button that dumps the load wherever you are sitting. That would automatically stack all stackable stuff that you ran over.
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