Lets take a logical step by step analysis of this whole 'white items' discussion:
Firstly:
Blizzard designs the game so that in game gold will have real value. (Hence it is worth picking up and selling white items)
Blizzard also implements a crafting system whereby one can salvage mats from lesser items (white items included) and craft them into better items.
Secondly:
Now after a lot of in game testing and observation, Blizzard concludes that due to the large number of white items dropping, gold and mats are being collected too quickly and easily - hence lowering the real value of gold and crafted items.
Thirdly:
Blizzard decides to do something about this in the form of REDUCING the gold sell value of white items to a measly amount, as well as making said items NON salvageable. White items become almost completely useless, other than to make desirable items seem better in contrast. A Blizzard official said it best: "White items will not be worth the inventory space. No one will pick them up."
While Blizzard's methods of improving economy balance are debatable (E.g. Why go so far as to make white items completely useless? Why not just lower their salvage/sell value?) , we cannot deny the fact that these changes were made to improve economy balance and hence improve the game as a whole - players themselves have stated how quick and easy it is to craft desirable items from garbage item mats.
Thus at least in my view, we can only trust that these changes were made to improve the game as a whole. These changes were not made on the fly, but were made after detailed discussions with experienced game designers. Perhaps in order to achieve economy balance, white items really did have to become litter on the ground..
The two main quotes that should be focused on, aside from the intention to devalue white items to the point of uselessness, are these:
Diablo II captured the loot piñata feel by dropping a lot of crap, mostly arrows and bolts, and we of course still very much want that feeling of item-explosions. To do that we need to be able to balance the value of items to how many we’re throwing at you.
We want to make it clear that junk items aren’t worth picking up, and make it easy to identify other items as not for your character. We want to drop a ton of items, but to really pull off a sense of excitement when finding a great item, there needs to be non-optimal items, both for your class, and in general
For some absurd reason they want to make it seem like things are always dropping. That in the sea of many useless crappy items there is that hidden gem you've been searching for. Newsflash Blizzard: this is already happening naturally, without the ludicrous devaluing of white items. The problem is that they are going about it the wrong way. The act of diversifying the items with far more descriptive/role fitting stats will do the job of filtering by itself. If an item has only strength on it and you are a Wizard, clearly you don't want to equip it because it will have no real benefit.
Rather than leaving this up to the judgement of the player, Blizzard is forcing useless items into the game in an attempt to build some type of artificial anticipation (which is hardly needed). If I see 10,000 white, 500 magic, and 20 rare items before one legendary drops, I can guarantee that the white items will in no way, shape, or form enhance the joy I feel when I finally obtain the legendary. Why would meaningless items have any affect on the experience itself?
What WILL have a profound affect is the amount of time spent, quests completed, and dungeon runs I do before I see it drop. Time and effort is what makes obtaining the good item(s) worth it; not the quantity of useless crap that falls by the wayside.
To put things in perspective a bit, do you think people mulled over the amount of Twill Cloaks and Recurve Long Bow's that dropped off of Rend in UBRS, before they finally won (or even saw) a Felstriker? Hell no they didn't. What they did think about and will forever remember is the 50+ runs they did for it. The sad part is that a Twill Cloak just might end up being be more valuable than all the nonsensical whites in Diablo 3.
Diablo II captured the loot piñata feel by dropping a lot of crap, mostly arrows and bolts, and we of course still very much want that feeling of item-explosions. To do that we need to be able to balance the value of items to how many we’re throwing at you.
This I kinda agree with. True dropping endless supplies of white items may not enhance the accomplishment of finally getting that item you were hunting for, however what if you were running around killing swarms of mobs and *nothing* was dropping? That would seem rather dull and empty too..
So whites were useless and now they are more usless, i don't see that much difference...
i believe they made them more useless to make it clear that we souldn't pick them up since they removed the CoJ and NC so the right question is why they removed CoJ and NC.
But why have white at all? Why not start with one or two White and thats it.. White being "start objects".
Having white objects... Oh man, how many % chance is a white better then a blue magic?
Edit: If they must have drops with no value, why not make it to: "Dust, bone, skull, ear, hand, spirit fragment, dark shard, broken sword, broken axe, broken armor" etc. In that way we have a drop, but nothing we can have any use for.
But then again, why bother? Why not make the game have less drops and erase white objects in the first place?
Have to agree with Enkeria, if it's useless, I don't even want to see it. Heck, even back when I played Diablo2, once I got up in levels and had decent gear, I'd stop picking up regular magic items because they weren't worth the time and I knew they wouldn't be an upgrade. I know this will change in D3 because I'll always want to break them down for crafting mats, but this won't change my opinion of the white 'crap'. I guess I can only hope for Blizzard to add some sort of 'loot filter', so when I hit the alt key I don't have to sift through a sea of white garbage for that crappy blue item I'm just going to dust anyway.
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I don't hate my parents, I don't get drunk just to spite them.
I have my own reasons to drink, I think I'll call my Dad up and invite him.
Have to agree with Enkeria, if it's useless, I don't even want to see it. Heck, even back when I played Diablo2, once I got up in levels and had decent gear, I'd stop picking up regular magic items because they weren't worth the time and I knew they wouldn't be an upgrade. I know this will change in D3 because I'll always want to break them down for crafting mats, but this won't change my opinion of the white 'crap'. I guess I can only hope for Blizzard to add some sort of 'loot filter', so when I hit the alt key I don't have to sift through a sea of white garbage for that crappy blue item I'm just going to dust anyway.
White crap filter is in Path of Exile, but stickin to the topic. Yeah.. A on/off would satisfy me.
Firstly:
Blizzard designs the game so that in game gold will have real value. (Hence it is worth picking up and selling white items)
Blizzard also implements a crafting system whereby one can salvage mats from lesser items (white items included) and craft them into better items.
Secondly:
Now after a lot of in game testing and observation, Blizzard concludes that due to the large number of white items dropping, gold and mats are being collected too quickly and easily - hence lowering the real value of gold and crafted items.
Thirdly:
Blizzard decides to do something about this in the form of REDUCING the gold sell value of white items to a measly amount, as well as making said items NON salvageable. White items become almost completely useless, other than to make desirable items seem better in contrast. A Blizzard official said it best: "White items will not be worth the inventory space. No one will pick them up."
While Blizzard's methods of improving economy balance are debatable (E.g. Why go so far as to make white items completely useless? Why not just lower their salvage/sell value?) , we cannot deny the fact that these changes were made to improve economy balance and hence improve the game as a whole - players themselves have stated how quick and easy it is to craft desirable items from garbage item mats.
Thus at least in my view, we can only trust that these changes were made to improve the game as a whole. These changes were not made on the fly, but were made after detailed discussions with experienced game designers. Perhaps in order to achieve economy balance, white items really did have to become litter on the ground..
Thoughts?
For some absurd reason they want to make it seem like things are always dropping. That in the sea of many useless crappy items there is that hidden gem you've been searching for. Newsflash Blizzard: this is already happening naturally, without the ludicrous devaluing of white items. The problem is that they are going about it the wrong way. The act of diversifying the items with far more descriptive/role fitting stats will do the job of filtering by itself. If an item has only strength on it and you are a Wizard, clearly you don't want to equip it because it will have no real benefit.
Rather than leaving this up to the judgement of the player, Blizzard is forcing useless items into the game in an attempt to build some type of artificial anticipation (which is hardly needed). If I see 10,000 white, 500 magic, and 20 rare items before one legendary drops, I can guarantee that the white items will in no way, shape, or form enhance the joy I feel when I finally obtain the legendary. Why would meaningless items have any affect on the experience itself?
What WILL have a profound affect is the amount of time spent, quests completed, and dungeon runs I do before I see it drop. Time and effort is what makes obtaining the good item(s) worth it; not the quantity of useless crap that falls by the wayside.
To put things in perspective a bit, do you think people mulled over the amount of Twill Cloaks and Recurve Long Bow's that dropped off of Rend in UBRS, before they finally won (or even saw) a Felstriker? Hell no they didn't. What they did think about and will forever remember is the 50+ runs they did for it. The sad part is that a Twill Cloak just might end up being be more valuable than all the nonsensical whites in Diablo 3.
This I kinda agree with. True dropping endless supplies of white items may not enhance the accomplishment of finally getting that item you were hunting for, however what if you were running around killing swarms of mobs and *nothing* was dropping? That would seem rather dull and empty too..
i believe they made them more useless to make it clear that we souldn't pick them up since they removed the CoJ and NC so the right question is why they removed CoJ and NC.
But why have white at all? Why not start with one or two White and thats it.. White being "start objects".
Having white objects... Oh man, how many % chance is a white better then a blue magic?
Edit: If they must have drops with no value, why not make it to: "Dust, bone, skull, ear, hand, spirit fragment, dark shard, broken sword, broken axe, broken armor" etc. In that way we have a drop, but nothing we can have any use for.
But then again, why bother? Why not make the game have less drops and erase white objects in the first place?
:: Enkeria [Twitter / Twitch / Website / Tattoos]
I have my own reasons to drink, I think I'll call my Dad up and invite him.
I'm an adult now... (TPOH)
White crap filter is in Path of Exile, but stickin to the topic. Yeah.. A on/off would satisfy me.
:: Enkeria [Twitter / Twitch / Website / Tattoos]