Where do you think this supposed middle ground is?
An option to make it work the way it does in the BG games. I'm not sure why that's so hard for people to understand. If I have to choose between not using it at all or using it and not liking the way it works, that's not much of an option.
so it has been confirmed the IWD variant gets ported to the BGs in a future patch.
i'd really like for quickloot instapickup not to work when enemies are visible in BG because there they drop many items that are useful on the spot, during the battle. this has an exploity tinge to it.
i think that the behaviors should automatically shift depending on whether enemies are visible, what do you think? the button could turn red when enemies are present and to some other hue (green?) when not to indicate the possibility of instapickup.
i think that the behaviors should automatically shift depending on whether enemies are visible, what do you think?
I'd say more than just visible. An area should be cleared completely before you are able to just insta-grab. Other than that you should have to move to the item.
such a check (area cleared) is not characteristic of an infinity engine game. don't be offended but it's more a diablo thing.
There is a game, I forget which now, where there's an area check before you can rest. It might be one of the Neverwinter games, I'm not sure right now. The same could apply to the Quick Loot function. In fact, not being able to rest until an area is fully cleared would be a good addition as well IMO.
Don't mind it myself, I just wish the bloody feature could be made into a quick-key macro for on/off purposes, instead of having to navigate with the mouse all the time.
My opinion of it is that, if you want it use it, if that isnt your style ignore it. You can still walk onto items to bring up the little menu to get your classic loot Pavlovian going NAH MEAN?!?!?!?
My opinion of it is that, if you want it use it, if that isnt your style ignore it. You can still walk onto items to bring up the little menu to get your classic loot Pavlovian going NAH MEAN?!?!?!?
Why does it have to be either/or? I like the feature, I just prefer the way it works in the BG games. Why is that such a problem for people here?
I think it might be because the way it works in BG:EE isn't intended behavior, and adding development resources to make what essentially amounts to a bug optional seems (to a lot of people) like a waste.
I like the suggestion of disabling it during combat, but I think in that case you'd want to also disable normal looting, which I imagine a lot of people wouldn't like.
I like the suggestion of disabling it during combat, but I think in that case you'd want to also disable normal looting,
Again, why does it have to be either/or? You may not have much of an opportunity to walk over to an item in order to pick it up when you're under attack, which would certainly put some limits in your ability to loot a fallen foe. It only makes sense that if you're standing on top of the body of something you just killed that you be able to grab it's stuff.
Chances are players aren't going to win a battle better because they can pick up whatever junk enemies drop during battle.
That's not true. There may be a superior weapon/armor lying around, or a few Potions of Healing. That could certainly make a difference in a battle. Especially if you're fighting a creature that's immune to normal weapons and there just happens to be a magical weapon lying around. Not everything an enemy drops is junk.
Alright let me amend what I said, chances are any decent party that isn't designed, outfitted, and played horribly is going to win because of quick looting during battle.
And the chances that a horribly designed, outfitted, and played party somehow gets a save due to quick loot is similarly low, because that party is eventually going to lose because it's designed, outfitted, and played horribly.
I'm going to call a bad party a bad party if I see one.
If a party is going to lose, or survive but suffer horrible loses and the thing that saved that party from that fate was loot during battle then that means the party has problems with survivability, which is really the only thing a party should be concerned with defensively.
Also check your own reading comprehension. I'm talking about using items looted from enemies during the same battle where you killed them. Not loot from enemies from previous battles.
And I'm specifically talking about a party losing or at the very least winning but with an unpreferrable outcome (like 1 character dying) if they weren't able to loot enemies they just killed during battle.
If all that Potion of Strength did was let you kill an enemy 1 round earlier, and all it would have done 1 round later is deal negligible damage then that doesn't matter and isn't what I'm talking about.
If the Potion of Strength let you kill a monster 1 round earlier and 1 round later it would have killed a party member then there's something wrong with your party or how you played it.
I'm not sure that "The quick loot feature helped me out of a jam" is a good argument for "The quick loot feature shouldn't work the way it currently works." To me that sounds like it's doing a good job of being helpful.
And, yes, please let's keep the discussion civil. You might not agree with people who think differently than you, but they are still entitled to their opinions.
My main issue with the new system is not that it can make a battle easier. It has to do with having to walk over to an item to pick it up might expose some enemy that was hidden in the fog of war. There might be a serious consequence of your party leader going over to grab something, whereas there is none now. I can grab anything within visible range and not have to worry at all about triggering some encounter.
Right because we're playing a game where loot is going to disappear if you don't get it right after the battle is done.
Should the devs remove the ability to heal on rest too? If I don't cast my healing spells before rest, I just wasted them and I could trigger a random battle which ends up killing all my characters because I forgot to heal. It's a noob mistake that'll be a hassle for anyone who knows better.
Looting items near the fog of war with a single character and dying horribly because of it is a beginner's mistake. Smart players aren't going to do it repeatedly or they're just going to rely on reloading if something bad happens.
Should the developers remove saving and loading too then? Or put in options that prevent saving and reloading?
Gameplay > Save and Reload > Limit to 1 per dungeon Limit to 2 per dungeon Limit to 3 per dungeon ... etc Limit to 1000 per dungeon Game automatically saves and deletes all other saves of the same playthrough when spell scribing fails Game automatically saves and deletes all other saves of the same playthrough when character dies Game automatically saves and deletes all other saves of the same playthrough when pickpocketing fails
Wow so many options, so many pointless options that really are stuff the player should be doing themselves instead of running to the devs because apparently they're incapable of limiting things on their own.
You know, I'm getting really tired of your snarky attitude. I really wish this forum had an ignore feature so I wouldn't have to put up with your crap.
Just because you play the game a certain way doesn't mean that everyone else has to as well. I don't want to have to back track through a large area to pick up the loot when I can finally be certain that I have it cleared out, and there won't be any surprises around the corner. I'll pick things up as I go along so I don't have to bother with it later on. And with the way the Quick Loot feature works now, that is far too easy to do.
Because with Quick Loot turned off doing that is somehow impossible?
However did players loot stuff in the past without a Quick Loot bar? Oh right they manually picked things up. Which involves the very feature you're asking for, walking to where the loot is and picking it up
Players were able to do that before quick loot existed through manual looting which involved the exact feature being asked for, walking to the loot and picking it up
Comments
i'd really like for quickloot instapickup not to work when enemies are visible in BG because there they drop many items that are useful on the spot, during the battle. this has an exploity tinge to it.
in IWD this is not the case.
also the "area cleared" concept doesn't aestetically mesh with rest spawns.
I like the suggestion of disabling it during combat, but I think in that case you'd want to also disable normal looting, which I imagine a lot of people wouldn't like.
Chances are players aren't going to win a battle better because they can pick up whatever junk enemies drop during battle.
And the chances that a horribly designed, outfitted, and played party somehow gets a save due to quick loot is similarly low, because that party is eventually going to lose because it's designed, outfitted, and played horribly.
If a party is going to lose, or survive but suffer horrible loses and the thing that saved that party from that fate was loot during battle then that means the party has problems with survivability, which is really the only thing a party should be concerned with defensively.
Also check your own reading comprehension. I'm talking about using items looted from enemies during the same battle where you killed them. Not loot from enemies from previous battles.
And I'm specifically talking about a party losing or at the very least winning but with an unpreferrable outcome (like 1 character dying) if they weren't able to loot enemies they just killed during battle.
If all that Potion of Strength did was let you kill an enemy 1 round earlier, and all it would have done 1 round later is deal negligible damage then that doesn't matter and isn't what I'm talking about.
If the Potion of Strength let you kill a monster 1 round earlier and 1 round later it would have killed a party member then there's something wrong with your party or how you played it.
And, yes, please let's keep the discussion civil. You might not agree with people who think differently than you, but they are still entitled to their opinions.
Should the devs remove the ability to heal on rest too? If I don't cast my healing spells before rest, I just wasted them and I could trigger a random battle which ends up killing all my characters because I forgot to heal. It's a noob mistake that'll be a hassle for anyone who knows better.
Looting items near the fog of war with a single character and dying horribly because of it is a beginner's mistake. Smart players aren't going to do it repeatedly or they're just going to rely on reloading if something bad happens.
Should the developers remove saving and loading too then? Or put in options that prevent saving and reloading?
Gameplay > Save and Reload >
Limit to 1 per dungeon
Limit to 2 per dungeon
Limit to 3 per dungeon
... etc
Limit to 1000 per dungeon
Game automatically saves and deletes all other saves of the same playthrough when spell scribing fails
Game automatically saves and deletes all other saves of the same playthrough when character dies
Game automatically saves and deletes all other saves of the same playthrough when pickpocketing fails
Wow so many options, so many pointless options that really are stuff the player should be doing themselves instead of running to the devs because apparently they're incapable of limiting things on their own.
Just because you play the game a certain way doesn't mean that everyone else has to as well. I don't want to have to back track through a large area to pick up the loot when I can finally be certain that I have it cleared out, and there won't be any surprises around the corner. I'll pick things up as I go along so I don't have to bother with it later on. And with the way the Quick Loot feature works now, that is far too easy to do.
However did players loot stuff in the past without a Quick Loot bar? Oh right they manually picked things up. Which involves the very feature you're asking for, walking to where the loot is and picking it up
http://forum.baldursgate.com/discussion/10852/site-rules-mind-the-gap#latest
Okay.
Players were able to do that before quick loot existed through manual looting which involved the exact feature being asked for, walking to the loot and picking it up