Loot 2.0
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     Hi, 
    First of all this game must do something good, otherwise me and many others would not take the effort to even care wrting. However I came to the conlusion, that a lot of the problems mentioned might be rooted in a deeper problem, and could be easily overlooked if this deeper problem would not exist. Let me explain: For me an I guess also many others one of the key motivation of an ARPG is the sensation of dropping cool loot. The happening of the unexpected. Jonathan talks in interviews about the psychological aspect of game design. In that spirit dropping cool stuff feels far more rewarding than trading or crafting it. In case of trading there is no momentum of the unexpected, you know what you get, most of the time you even regret spending your hard earned currency for a single item. And you know also exactly when it it is happening, at the push of a button. Similarily with crafting you know already in advance the possible outcomes (or at least have an idea), and it is also happening at the moment of initiating the craft process. Also limited suprise momentum. Now dropping cool loot feels fundamentally different. I happens or can happen when you expect it the least, can always happen, and if it happens it stimulates your dopamanie level like no other. And I am speaking of dropping items (not currency). In that repsect also traget farming uniques feels less rewarding, because most of the time you just feel dissapointed that it did not drop, knowing in advance it could drop being on the loot table. So while both crafting and trading shall be in the game, especially if you run out of luck, they should not be the best way to acquire loot, but it should be playing the game and slaying monsters. Because after all its an ARPG not a trading simulation and also not a slot machine game (crafting). Suggestions: ============ * All loot shall drop identified. I could not imagine a single argument why identifing loot adds anything to the game than wasting time. Possibly uniques could drop unidentifed. But all other items being identified would allow loot filter to sort them out right away. Sometimes it takes me 3 teleports to clear the Tier_X lot from a boss and you guessed it: even tier 5 is 99,999% crap because tha affixes are bad. * Consider using AI to generate really creative items, that feel unique. So that every item can feel truely special. I mean we live in 2025. And when you guys announced with the new runes you did "crazy stuff", I could imagine you were trolling. If %move speed and %attack speed is the craziest stuff you can think about, rest asured AI will do better than that ;) *After spending a few 100 hours of playtime one should have a realistic chance to drop some of the very rare uniques. It does not feel more rewarding to drop them after 10.0000 hours or so, quite the conttary. Especially in a seasonal game and SSF. So let ppl drop the stuff instead they have to buy it. IGN: “_THE__ROCK_”: level 92 melee ranger >>>> Tougher than any Marauder, no silly walk or spinal injury and has pants <<<< Other currently retired toons level 83-85 fitting the description above… Last edited by Conan_xxx#1131 on Oct 13, 2025, 1:47:12 PM Last bumped on Oct 13, 2025, 2:04:43 PM 
    
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    " Preventing that is exactly why they have identification. There's also a thing they say about "two dopamine hits", one from it dropping and one when identifying, but that's nonsense and only a secondary reason anyway. The primary reason they have identifying is because they WANT you to miss good gear that you left on the ground, unidentified. It's entirely on purpose. They've convinced themselves that making it possible to filter and detect gear at the level unidentified drops would allow would make itemizing and looting too quick, too easy, and therefor a bad thing. In their minds, you should either be checking every drop (because gear doesn't have to drop at a higher tier to roll better affixes), or just miss gear you should have picked up. In both cases making getting good gear intentionally harder and slower.  |  
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    " So you saying their number one priority is not an enjoyable gameplay, but a prolonged gameplay.... Personally I would prefer seing much fewer items but when an item shows up, I know there is hope to get excited. IGN: “_THE__ROCK_”: level 92 melee ranger >>>> Tougher than any Marauder, no silly walk or spinal injury and has pants <<<< Other currently retired toons level 83-85 fitting the description above… Last edited by Conan_xxx#1131 on Oct 13, 2025, 2:01:53 PM 
    
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    " Well from the most recent NERF 0.31, Ya I think they want to waste as many players time as possible and have this be a literal chore simulator, have stopepd playing for this reason, NO FUN IS BEING HAD!!!!!!  |  
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