Auto-pick up
" " true. that's why i will spend zero money until they change that "vision". sadly , but business only knows the language of money Last edited by ungamer321#7175 on Apr 30, 2026, 2:44:05 AM
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Qol Like this is not a bad idea. It is just not the right moment for it.
Would you rather have a dev sit on that for 2-3 days, or to work on content/balance? |
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What's stopping someone from doing basically that already?
You can already set your loot filter to only show high-end currency and then only pick those items up. Auto-pickup would change the number of clicks, not magically create a new strategy. If the concern is "people will optimize their filter and only grab valuable stuff", that ship has sailed. " Last edited by Jyrlep#4788 on Apr 30, 2026, 5:17:38 AM
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" Yes, I'd like the part of arpg combat, one from the game's label. Demand for autobomber builds is not natural, and comes forcibly from GGG overwhelming players with mob masses in small areas, so "normal" builds with priming/detonating skills or picking up remnants simply not work here. Infamous "meaningful combat" would be nice, as long as enemies you face fight with quality, not quantity. And if you could actually read rare mob modifiers without hovering on the mob. While clicking scrolls of wisdom is not why I came to poe. About reason given for xp penalty, it is true, the last official comment I remember was exactly that, coming from one of GGG interviews with streamers. GGG guy (don't remember who) said that without exp penalty players will rush race events with hundreds of deaths. I agree, but they had delicately omitted using xp penalty to squeeze more grind in generic leagues at the cost of player frustration. |
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This is controversial but if there is no instance where I would NOT want to pick up a fungible item, I don't see a problem with it.
That's my opinion mostly because the item drops text box blocks a lot of vision, A lot of times in endgame you don't want to be able to see your drops, because there are so many it blocks your vision of the fight. So in this case we wouldn't need to toggle vision to pick up the "no brainer" items like currency or our priority and agency like splinters. I think this is the reason splinters don't normally drop from mobs or clasping hands. Just to make it easier, it appears out of nowhere. If we could auto pick up, more items like splinters could be dropped directly from mobs and objectives like clasping hands (which would be a really dangerous moment to pick up an item or have it block your screen) There would be a limitation to auto pick up, but i don't think it would hurt to allow all currency to be picked up that way, if its selected to be a priority like in stash tabs we have affiliations. Sure it takes more skill to micro, toggling visibility and picking things up during a fight, especially if you don't want to go back and scavenge your loot at the end of the map. Last edited by TwitchGLHFsport#2155 on Apr 30, 2026, 7:04:26 PM
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" As poe1 player you should know how many years it took for GGG to finally optimize splinter drops. Initially it was like you said, splinters dropping from mobs at whooping stacks of 1, all over the place. Picking up 1 breach could take 30 clicks. As for labels blocking visibility, if auto-pickup option actually appears, item filter authors will provide options with reduced currency/fragment label sizes, with label background transparent, and will do it day 1 after the patch. Poe is in weird situation compared to other arpgs, where 3rd party authors solve problems a developer openly ignores. Last edited by Echothesis#7320 on May 1, 2026, 4:29:38 AM
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