Feedback talk:User/Tennessee Ernie Ford/Auto looting vs auto distribution
Support[edit]
+1. Support. I've never understood the philosophy behind making players have to manually press a button to make a choice when 99.99% of the time players will choose the same option. What, exactly, is the in-game advantage of giving players the option to pick up loot or not pick up loot? Of course they're going to choose to pick it up; so why make them have to waste time moving within range of a corpse and press a button? Eventually, players may choose to pass over loot once they're wealthy enough and have maxed their armor and weapons. Prior to that, though, why force us to perform yet another redundant key press? I like your three tiers because it addresses all possible scenarios. Guild Wars 3 perhaps 18:54, 10 July 2012 (UTC)
- Thanks :)
- One reason that developers make people press buttons to perform the obvious is that... it gives people a sense of control over the game. Back in the 1950s, when the food industry was figuring out how to sell mixes to a public used to making things from scratches, they discovered that they couldn't sell a cake mix that was "just add water and bake" — people wanted to feel like they were doing something. That's why brownie mixes (mostly) still force one to add an egg or oil, even though the tech back then (and more so now) doesn't require it.
- Another common reason is: that's the way it's always been done. Notice how GW2 has 80 levels instead of 20, the game still uses step functions instead of linear ones, inventory management is still mostly click/drag, and why you have to visit a bank and/or crafting station to use those functions (instead of making them available through a menu). – Tennessee Ernie Ford (TEF) 21:47, 10 July 2012 (UTC)
- I understand. But if that's the motivation - to give players a sense of control - then I would like to see some real control rather than the illusion of control. I want to log-in and say to myself, "Today, I'm going to help the Kraitt catch some slaves." Then watch as the consequence of that choice, how it impacts interactions with NPCs and other players, the branching it will introduce to my personal story, and the far-reaching implications it will have on the whole of the gaming experience all move outward from the center like ripples on a pond after throwing a stone. THAT's choice; picking up loot or not picking up loot isn't.
- This isn't a critique of your feedback post nor of your comment above; I'm in full agreement with your suggestion and with your assessment of why we continue to be stuck with these outdated legacies which are holding us back from achieving the full potential of these games. Until that day, I'll continue crying in the wilderness, beating my head against the wall, and waiting for...Guild Wars 3 perhaps 22:31, 10 July 2012 (UTC)
- Oh, yes, I fully agree: never give the illusion of control or make something more tedious just to give people something to do. I hate all of the tedium introduced around inventory and crafting, especially when ANet has made other things (like learning skills) so much easier. (Also: nice segue into your userID ;-) – Tennessee Ernie Ford (TEF) 22:44, 10 July 2012 (UTC)
- Ahh, one more person, that hates crafting, i completly ignored it during BWE and although i rather tested other games instead of really playing them, i also ignored it there. It would be one thing, if you could simply put some useless stuff you found by coincidence put together, but collecting stuff/gaining points through crafting not needed things before crafting the wished item is pure boredom... I can better bring one more charakter to Level 80 in the same time and buy the item with the rewards^^. --Naruuu 18:27, 26 July 2012 (UTC)
- Oh, yes, I fully agree: never give the illusion of control or make something more tedious just to give people something to do. I hate all of the tedium introduced around inventory and crafting, especially when ANet has made other things (like learning skills) so much easier. (Also: nice segue into your userID ;-) – Tennessee Ernie Ford (TEF) 22:44, 10 July 2012 (UTC)
Absolutely[edit]
Great idea. Sorry for posting the same thing over two weeks later, I linked to your suggestion on my page. Adhyron 17:52, 26 July 2012 (UTC)
- I suggested the same also already more than one time^^. But your thoughts are far better than mine. May i add some more point, your (great) idea of automatic looting means one "F" less in the battle. --Naruuu 18:27, 26 July 2012 (UTC)
- @Adhyron: not at all — the more of us who point stuff like this out, the better. Thanks for your kind words.
- @Naruuu: yeah, I hate pressing F all the time (it takes me out of the game and into micromanagement mindlessness). – Tennessee Ernie Ford (TEF) 21:25, 26 July 2012 (UTC)
- I found it very silly auto looting was what you describe (auto distribution) as opposed to what auto looting actually is, especially when loot is unique and specific to each player. I expected it to be the exactly the same as diablo 3 auto looting.--Relyk 22:19, 26 July 2012 (UTC)
- @Naruuu: yeah, I hate pressing F all the time (it takes me out of the game and into micromanagement mindlessness). – Tennessee Ernie Ford (TEF) 21:25, 26 July 2012 (UTC)
- Thanks. I've forgotten about D3: I know cash was automatically picked up, but were items, too? If yes, then I'm doubly surprised ANet isn't following Blizzard's lead. – Tennessee Ernie Ford (TEF) 01:08, 27 July 2012 (UTC)
- +1 to what D3 apparently does. A system where you don't even have to worry about getting within range of bodies would be the best of all. And Tennessee I was going to ask, did you see my clarification on the infinite use gathering items suggestion? Adhyron 21:30, 27 July 2012 (UTC)