Suggestion: In-Game Visual Loot Filter Editor & Integrated Learning Hub
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Hi GGG,
One of the biggest barriers for new players and a persistent friction point for veterans is managing the loot filter through an external text file. I suggest developing an in-game, visual loot filter editor as the cornerstone of a new integrated learning hub, designed to demystify the game's core systems. The Problem: Currently, players must alt-tab to third-party sites like FilterBlade, learn specific syntax, and edit a .filter file with no visual feedback in-game. This process is opaque, intimidating for newcomers, and disrupts gameplay flow. Beyond this, understanding what items do and how to craft with them requires leaving the game entirely, creating a massive knowledge cliff. The Core Suggestion: An In-Game Visual Editor & Tutorial Hub Imagine a new UI tab (e.g., "Loot Filter") that contains: A visual library of all base item types, currencies, divination cards, fragments, and common unique bases, using the game's own icons. Simple toggle switches for each: Show / Hide / Highlight. For "Highlight," easy selectors for beam color, border color, and sound effect. The ability to create and save multiple filter profiles for different activities (e.g., "League Start," "Endgame Mapping," "Currency Farming"). Integrated Orb Tutorials - Bridging Knowledge Gaps: This new UI is the ideal place to implement interactive orb tutorials, modeled after the excellent gem-socketing tutorials shown for Path of Exile 2. Clicking on a currency orb's icon in the library could launch a short, optional tutorial. This tutorial could use a simple in-game simulation to show the orb's primary use (e.g., demonstrating an Orb of Alchemy turning a normal flask into a rare one) and mention its common vendor recipes. This directly addresses the "what does this do?" question, teaching core mechanics in a safe, controlled environment attached to the loot filter they are already learning to manage. Expanding to Crafting Mastery: A Risk-Free Simulation Mode The ultimate extension of this learning framework is a dedicated Crafting Simulation mode. This sandbox would allow players to experiment with any combination of orbs, fossils, essences, and meta-crafts on simulated items with an unlimited virtual supply. The goal is not to replace the high-stakes thrill of real crafting, but to provide a safe space to learn. Players could follow build guides, test theories, and intimately learn mod pools and weightings without the fear of wasting a league's worth of currency. This would demystify Path of Exile's most celebrated yet intimidating system. The Combined Vision: A Cohesive Learning Journey Together, these features form a seamless learning path: Find & Identify: Use the visual filter to learn what items are and how to find them. Understand & Use: Access integrated tutorials to learn how and why to use basic currency. Experiment & Master: Utilize the crafting simulator to learn advanced synthesis of the game's systems without risk. This integrated hub would be the single greatest improvement to the New Player Experience, reducing early-game frustration and empowering players to engage confidently with the deep mechanics that make Path of Exile great. Thanks for your consideration. Last bumped on Jan 27, 2026, 4:37:24 PM
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