With the release of Diablo II, the Blizzard North team, whether because of the Hellfire unofficial expansion or from their own minds, introduced item-revealing as a hotkey (ALT on Windows systems) that did the same thing, though not as a mana-consuming spell. While it was an improvement, it left some to be desired, such as the introduction of strictly against-policy third-party programs used to automatically pick up items.
With the revelation of Diablo III we were promised another upgrade from this older system, including such changes as player-specific drops that others could not get at and automatic pick-up for specific items, namely gold. Item and inventory systems continue to evolve at Blizzard HQ, however:
Official Blizzard Quote:
Inventory management and the systems that surround it are something we're obviously interested in, but not something that can really be tuned until we have more of the item game fleshed out and tuned itself. It's hard to know exactly the best way to handle inventory management when the items, types, pickup frequency, and removal frequency can't really be measured with any real accuracy.
How can the currently-known Diablo III inventory system be bettered? What from the old would be better mixed with the new? It has already been proven that fan-based criticisms have affected the game, such as the reintroduction of the "tetris inventory", as it is called by most, from the previous installments (see Has the Tetris Inventory and Magic Find Returned?), so speak and let Blizzard hear your opinions!
Of course all of this talk of automated item systems begs the question: Where do we draw the line? When does automation go too far and what is best left to automated processes? Bashiok argues that certain items, like gold, are a no-brainer, but:
Official Blizzard Quote:
We want inventory management to include player choice and interaction, and so while we're definitely not opposed to new ideas and while we're certainly drawing inspiration from many places, we want to maintain that inventory management doesn't become an automated process.
It should only make sense, then, that while there needs to be some limiting of the item-picking grindfest from the old games that often detracted from the continues immersion flow, there still needs to be player-oriented choice (imagine being forced to pick up every light plate armor in the entire game- you would run out of inventory space fairly quickly).
Each player get their own drops of gold.
Why is picking up gold supposed to take "work"? Hell yeah, lets just make sure to break the flow of the game for gold.
+ you could sell armors for 35 K... beats the purpose of picking up gold
I prefer to retain the feel of gold dropping from monsters. The same goes for quest items. When I kill Hephasto I liked to see the hammer sitting on the ground, as if he had actually been holding it. Having it instantly appear in your inventory would cheapen the experience. It would become more like a quest reward, as opposed to an item that you took from a monster that you had killed.
If it was official it would have been published by Blizzard, Diablo I's publisher. It is not official.
Yes, big difference there. Gold is ultra common. And its not like you won't see it on the ground. You just won't have to CLICK IT.
From the video's, we have seen auto-pickup. The gold does drop, and you do pick it up, just without having to click on it.
That is the thing though. Gold is spendable in some way shape or form, so it does make sense.
Take the example that 500,000 gold can be used to increase your MF by 1%.
Then, for an additional 1% bonus you need an extra 500,000 gold.
To get a 40% increase in MF, you would need 20,000,000 gold. Not sure how many people would have ever collected that much gold in D2.
The point is, if you make gold worth something, people will want to collect it.
that is really odd and I never thought about it at all to be honest...I was going to say the game was old and no one really thought about doing it in those kinda games back then but well like seth said....they did it with keys...
For instance; You could have a basic inventory with say 40 tetris slots. You could also choose to add 5 more. But to do so would mean that maybe your defence would be decreased by X amount or the damage you do would go down, or your MF is lessened.
This is just an idea, but this would be cool i think as it would add more of that thinking element found in diablo games.
And the they thought of the belt, and how potions are consumables, they probably thought it was better like this, or just easier to do.
Honestly, this is an absolutely horrible idea. When you think about it, its close to what Charms do in D2. You sacrifice inventory space for more buffs. You fill your entire inventory to the point you can't carry anything except in your cube just for the boosts.
Even if thats not what you said, its still the same in my head. I have no idea why your inventory space should be in any way related to your stats. Let me have space and as effective as possible, please. Don't force me to have less space for more damage or even more MF. I'd just be ridiculously annoyed.
I have to agree with SFJake, this idea is horrible. Aside from his reasons, which I won't repeat, it doesn't really make any sense. If we were going for realism, honestly the only stat that I think would make sense to drop because of inventory size would be move and/or attack speed. Making your stats drop as a trade-off for inventory way is a just a lazy way to make the game more difficult.
Euuuurk It's the worst idea I never seen !!
Maybe quest can add space or a new tab of inventory but It's stupid to link the inventory space with defense or damage no one will be stupid enough to choose to decrease damage or defense... lol
I think auto pickup will be good for my tendonitis carpal tunel I got when I played d2.
You are just arguing the meaning of words there.
The expansion was authorized by Blizzard. Blizzard did not make Hellfire. I guess you could say they didn't "officially make it".
That was the point made. Blizzard didn't make it, so what is in Diablo 2 Hellfire is not canon. Even if, by definition, you could say its official because it was authorized by Blizzard.
lol, certainly it's a must !!
Each player gets there own item drops, so no click fest.
All you have to do to get gold is to walk over it....(auto luting would still be cool)
I love the idea to only make rares, uniques, visible with click of button.