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medierra
02-01-2010, 08:58 PM
Due to popular demand, we've gone ahead and implemented auto gold pickup.

Of course, in this case, we have iron coins instead of gold but you get the point. ;)

When you walk near sacks of coins they will automatically be added to your inventory, a little sparkly effect plays, and a number pops up showing you how much iron you just collected.

In multiplayer when a player collects coins, they will be evenly distributed to everyone in the group.

Panthro
02-01-2010, 09:03 PM
Very good idea for single player (after all, who leaves gold behind?). Not one for multiplayer, so don't know how folks will take it.

ASYLUM101
02-01-2010, 09:12 PM
Woot! +1 GD!

Malpheas
02-01-2010, 09:24 PM
I felt that the way Diablo did this was great. It split gold up for players upon pickup. +1 GD, indeed.

yerkyerk
02-01-2010, 09:25 PM
we've gone ahead and implemented auto gold pickup
http://www.neptoonstudios.com/Camp/BLOG/OW_ND.gif

Malpheas
02-01-2010, 09:27 PM
LOL good grief.

TECHNOmancer
02-01-2010, 09:28 PM
Thank you for adding this feature!

TECHNOmancer

P.S.: Will the experience meter work the same way as in TQ? I like how 'new' experience points showed up as yellow for a few seconds after they were gained before that segment of the bar turned green. It was a subtle but intuitive reminder of a player's progress.

sharbu
02-01-2010, 09:28 PM
Does iron sparkle?

....but seriously, huzzah. I always disabled gold drops in TQ because i couldn't face chasing down every coin (which is probably more of a comment on the Economy more than anything else)

Malpheas
02-01-2010, 09:38 PM
Very good idea for single player (after all, who leaves gold behind?). Not one for multiplayer, so don't know how folks will take it.

Look at it this way:

If there are more people in game picking up gold then despite the fact that you have to split it up X times, you're picking it up X times faster.

Simtechray
02-01-2010, 09:41 PM
My mouse button and I thank you.

ASYLUM101
02-01-2010, 09:51 PM
P.S.: Will the experience meter work the same way as in TQ? I like how 'new' experience points showed up as yellow for a few seconds after they were gained before that segment of the bar turned green. It was a subtle but intuitive reminder of a player's progress.

Oh yes! I hope it does. After playing IT, then going back to TQ and not having that, it does make a difference. It's also fun to go on a rampage and try filling the bar with yellow. It's pretty fun. :)

medierra
02-01-2010, 09:55 PM
Thank you for adding this feature!

TECHNOmancer

P.S.: Will the experience meter work the same way as in TQ? I like how 'new' experience points showed up as yellow for a few seconds after they were gained before that segment of the bar turned green. It was a subtle but intuitive reminder of a player's progress.

No, it is TOTALLY different now. New experience is highlighted for a few seconds and then turns to a gold color. As you can see, we've made some major changes here. :p

Edit - actually there is one more noticeably change, which is that the bar is now more prominently displayed on the top of the bottom panel instead of at the bottom of the bottom panel where it was tough to see while playing.

Skorpion_King
02-01-2010, 11:15 PM
Good news, both of them, thank you. :)

P.D.
It sounds great that of "Due to popular demand", thanks one more time for give us this opportunity to take part in this.

Mines51
02-02-2010, 01:08 AM
Skorpion, random question. Is that avatar from Age of Empires? If so good game.

Roros
02-02-2010, 03:58 AM
Does the sparkly effect come with a soundeffect? I wanna walk over a dead boss and get that spammy pickup sound.

medierra
02-02-2010, 04:09 AM
Does the sparkly effect come with a soundeffect? I wanna walk over a dead boss and get that spammy pickup sound.

It sure does!

alexei
02-02-2010, 05:48 AM
Every small change count! Glad the auto 'iron' pickup finally implemented! Anything that doesn't take inventory space should be auto pickup-ed.

Chameleon
02-02-2010, 06:09 AM
Due to popular demand, we've gone ahead and implemented auto gold pickup.

Of course, in this case, we have iron coins instead of gold but you get the point. ;)

When you walk near sacks of coins they will automatically be added to your inventory, a little sparkly effect plays, and a number pops up showing you how much iron you just collected.

In multiplayer when a player collects coins, they will be evenly distributed to everyone in the group.

Got any SS for us?;)

Scryer
02-02-2010, 11:56 AM
Awesome! Though, I figured such a compromise might take place, I'm glade to see this in the game!

Might I only suggest this - increase the radius at which the player collect the Iron, if only to rid ourselves of even more useless clicking that might take place if iron dropped 2 feet from each other.

TECHNOmancer
02-02-2010, 12:55 PM
No, it is TOTALLY different now. New experience is highlighted for a few seconds and then turns to a gold color. As you can see, we've made some major changes here. :p

Edit - actually there is one more noticeably change, which is that the bar is now more prominently displayed on the top of the bottom panel instead of at the bottom of the bottom panel where it was tough to see while playing.

Ugh, too much change for me!! Seriously though, thanks for being so responsive to the fan base and for adding or preserving these small features.

Since you've mentioned the interface, is there any chance that we'll get a peek at it sooner or later?

TECHNOmancer

Chameleon
02-02-2010, 01:30 PM
Since you've mentioned the interface, is there any chance that we'll get a peek at it sooner or later?

TECHNOmancer

Sure we will...later, much later. ;)

popsthegreat
02-02-2010, 06:46 PM
I agree, one less thing to worry about.:D

medierra
02-02-2010, 07:49 PM
Since you've mentioned the interface, is there any chance that we'll get a peek at it sooner or later?
TECHNOmancer

Since I dared to mention it and because you're so excited to see it, I have attached for your personal viewing pleasure - the UI!

BEHOLD!!!

http://www.grimdawn.com/screenshots/ui001.jpg

Coridan
02-02-2010, 07:52 PM
Since I dared to mention it and because you're so excited to see it, I have attached for your personal viewing pleasure - the UI!

BEHOLD!!!

http://www.grimdawn.com/screenshots/ui001.jpg

AHHHH Stalking you really pays off! I might have been the very first to see this... that kind of looks like a monkey tail hanging down there. Sweeeeeeeet.

Mines51
02-02-2010, 10:21 PM
that's like a fragment of the UI...way to disappoint me

ASYLUM101
02-03-2010, 02:19 AM
that's like a fragment of the UI...way to disappoint me

Silly boy, fans don't get sneak peaks until they're ready! :)

I will say, that tiny piece looks pretty nice. Grimy and metallic? I dunno, hard to say but it looks cool.

Kluga
02-03-2010, 03:18 AM
BEHOLD!!!

http://www.grimdawn.com/screenshots/ui001.jpg

Best...UI...EVER!

Seriously though, auto gold pickup will be really nice. Like others have said, thankyou for taking community wishes into account. It's heartwarming stuff, it really is <3

alexei
02-03-2010, 03:39 AM
BEHOLD!!!

http://www.grimdawn.com/screenshots/ui001.jpg

Look likes small UI piece. You gonna give us jigsaw puzzle? :)
Rusty metal, right?

VeggieBoy
02-04-2010, 07:39 PM
Yay! Thank you so much for implementing this.

I think Iron is such an awesome idea. C=!

TECHNOmancer
02-08-2010, 04:26 PM
Since I dared to mention it and because you're so excited to see it, I have attached for your personal viewing pleasure - the UI!

BEHOLD!!!

http://www.grimdawn.com/screenshots/ui001.jpg

That's so compact and efficient -- incredible!

TECHNOmancer

chris01
02-09-2010, 07:54 PM
is this the final UI??

MadWasp
02-09-2010, 09:30 PM
is this the final UI??

Lol, are you drunk? :)

LeonResEvil2
03-01-2010, 06:01 AM
Very good idea for single player (after all, who leaves gold behind?). Not one for multiplayer, so don't know how folks will take it.

AFAIK, gold was actually distributed between players in TQ, at least after IT. This is about the same, just automatic. Maybe after each kill or looting, iron could just be directly deposited to each player in whatever random amount would've dropped, and each player gets a "+XX" number up on screen to tell how much iron was earned. This would remove the need to even run around to pick up Iron, so players can concentrate on the game. However, some players may not feel the same sense of reward because the Iron does not appear on the field this way. The number could pop up over the player's head (may look cheesy), or appear somewhere on the UI. May be slightly pressed to find room, however... ;)

Poinas
03-03-2010, 01:23 PM
I'm glad you did something with gold, there wasn't much incentive in picking up gold in TQ after the first few areas. This also helps to keep the pace of the game higher, no time is wasted on picking up g...iron. Picking up gold wasn't that fun. Items on the other hand...:)

Renevent
03-05-2010, 03:37 PM
Good change!

SoulSeekkor
03-05-2010, 07:42 PM
That's so compact and efficient -- incredible!

TECHNOmancer

I second this!

Soul

JMD
03-08-2010, 09:04 PM
My mouse button and I thank you.

LOL

Ditto.

Shattered.likeness
03-11-2010, 02:37 AM
I'm away from the forums for a while and we get this news?!! I need to get an RSS feed for these forums or something, I can't believe I missed finding this out until now.

SlayerII
03-15-2010, 10:01 PM
Could this be disabled? maybe you dont understand, but i want to pick up gold the old way. No prob if i cant, but i think i will miss it...

heron
03-22-2010, 10:38 PM
auto pick up health orbs? ala diablo3!

VeggieBoy
03-24-2010, 10:50 PM
Could this be disabled? maybe you dont understand, but i want to pick up gold the old way. No prob if i cant, but i think i will miss it...

What's up with people and change [no offense]?

Sometimes some things are better.

:eek:

Llama8
03-25-2010, 09:21 AM
What's up with people and change [no offense]?

Sometimes some things are better.

I wonder whether anyone wants to go back to one click per swing/attack (rather than click & hold).

VeggieBoy
03-26-2010, 11:12 AM
I DO! I DO! :D

It just kind of gets annoying, *shrug*

I mean... Why would you WANT to waste hours [collectively] on picking up gold versus it just magically appearing in your inventory?

shawnmck
04-01-2010, 02:14 AM
How about if all we have to do is just walk over it and our character picks it up automatically ?

Agouti
04-03-2010, 04:23 AM
Torchlight does that. I think it's good but lazy. I do get a little irritated accidentally picking up trash items when going for gold, moreso in TQ than IT (for some reason).

MP could be an issue if people opening chests act like gold vacuum cleaners.

alexei
04-03-2010, 04:56 AM
How about if all we have to do is just walk over it and our character picks it up automatically ?

Of course this is what will be. And we don't have to walk 'over' but just walk close to it.

Roros
04-03-2010, 05:12 AM
I remember in Tabula Rasa where originally you just walked over a corpse to pick up the credits, but eventually they made it so that you automagically got the credits when making the kill, and some people were just outraged because now the game "took no skill".

Shinrou
04-18-2010, 03:32 PM
I really hope the numbers won't quite pop up so much as in Torchlight. I found it pretty damn annoying having gold-numbers clutter up my screen while I was walking around. I'd like them to pop up on some corner or at least somewhere far away from where the action takes place. Kinda makes the fighting annoying in some aspect when you are running around fighting and you are bombarded with shitloads of numbers on your screen.

At the very least, give us an option to disable the popups. But even better would be to give us option to pop them right into your face, somewhere further ie. some corner of screen or just plain disable it.

I was kinda thinking of the same kind of system than the exp bar in regarding to money pick-up. As you'll collect money, the number builds up rather than new numbers pop up for a short period of time, and after a while, you'll get the final sum on the screen and they transfer into your inventory. You'll get more idea how much did you just loot around the mountain of corpses.

Something to think about... Just my 2 cents.

alexei
04-18-2010, 04:25 PM
I really hope the numbers won't quite pop up so much as in Torchlight. I found it pretty damn annoying having gold-numbers clutter up my screen while I was walking around. I'd like them to pop up on some corner or at least somewhere far away from where the action takes place. Kinda makes the fighting annoying in some aspect when you are running around fighting and you are bombarded with shitloads of numbers on your screen.

At the very least, give us an option to disable the popups. But even better would be to give us option to pop them right into your face, somewhere further ie. some corner of screen or just plain disable it.

I was kinda thinking of the same kind of system than the exp bar in regarding to money pick-up. As you'll collect money, the number builds up rather than new numbers pop up for a short period of time, and after a while, you'll get the final sum on the screen and they transfer into your inventory. You'll get more idea how much did you just loot around the mountain of corpses.

Something to think about... Just my 2 cents.

Agreed. It's quite annoying in Torchlight. Better to have it around the corner.

gdansk
04-18-2010, 08:56 PM
Gold pickup was the most annoying part. Auto-item pickup would be odd and annoying however... I like to filter what I pickup so that I don't have to use a portal often.

Anything that keeps the action flowing and less lingering will help the game, in my opinion.

Silversaint
05-15-2010, 10:32 PM
Cool! I like this idea! :D

MadWasp
05-20-2010, 02:41 PM
Gold pickup was the most annoying part. Auto-item pickup would be odd and annoying however... I like to filter what I pickup so that I don't have to use a portal often.

Anything that keeps the action flowing and less lingering will help the game, in my opinion.

+1........

deimos
05-25-2010, 08:12 PM
A customizable button (or on/off setting) for auto-gold pickup gets my vote. Maybe another for auto-collect all items, that way it doesn't get used by those who don't want to, and is still available for pack rats.

ASYLUM101
05-25-2010, 10:15 PM
A customizable button (or on/off setting) for auto-gold pickup gets my vote. Maybe another for auto-collect all items, that way it doesn't get used by those who don't want to, and is still available for pack rats.

Wait, what? There's people who actually want to pick up the gold themselves? What do you lose from auto pick up of gold?

Kluga
05-26-2010, 12:34 AM
Wait, what? There's people who actually want to pick up the gold themselves? What do you lose from auto pick up of gold?

Agreed. I think the fast majority of people do not enjoy the tedium of picking up every stack of gold off the ground. In TQ I did it through most of normal, but by epic difficulty where selling yellow items got you enough cash I rarely bothered to pick it up.

deimos
05-26-2010, 05:17 AM
Wait, what? There's people who actually want to pick up the gold themselves? What do you lose from auto pick up of gold?

Wait, what? What's wrong with having customization options? ;) i'd like it to be picked up automatically, but i also like having options for most things.

ASYLUM101
05-26-2010, 05:29 AM
Wait, what? What's wrong with having customization options? ;) i'd like it to be picked up automatically, but i also like having options for most things.

Ok, I see you're new here.

We already have something like 200 pages worth of "customization options". If you have to deal with that much customization, it's no fun. This is something that should be a no brainer. Customization is more like "Gore level : Nasty, Grotesque, Insane, B-Movie" or "Graphic Quality: High, Low" or even "Item Filter: Whites and above, yellows and above, greens and above, ONLY EPICS PLZ"

Seriously, look through some of our older threads. Everyone has something that they want to be customizable, as a slider or something in the options. It's really unnecessary, especially for something like this where it makes no impact on gameplay. Potion pickup, sure, make a toggle for that, because that might be annoying... (don't see how, we've had it confirmed that there'd only be like one potion type and it could stack up to 99.)

Don't get me wrong. I enjoy customization as much as the next guy, but some things should just be left as is.

deimos
05-26-2010, 06:01 AM
Ok, I see you're new here.

We already have something like 200 pages worth of "customization options". If you have to deal with that much customization, it's no fun. This is something that should be a no brainer. Customization is more like "Gore level : Nasty, Grotesque, Insane, B-Movie" or "Graphic Quality: High, Low" or even "Item Filter: Whites and above, yellows and above, greens and above, ONLY EPICS PLZ"

Seriously, look through some of our older threads. Everyone has something that they want to be customizable, as a slider or something in the options. It's really unnecessary, especially for something like this where it makes no impact on gameplay. Potion pickup, sure, make a toggle for that, because that might be annoying... (don't see how, we've had it confirmed that there'd only be like one potion type and it could stack up to 99.)

Don't get me wrong. I enjoy customization as much as the next guy, but some things should just be left as is.

Oh the "new guy" card.. that's old, but this time you have half-a-point :) I haven't browsed through all the 200 pages of customization requests (i'm progressing with that, it's a long read so bear with me), so i thought i'd state my opinion here - relevant to the topic; gold pickups.

ASYLUM101
05-26-2010, 07:49 AM
Oh the "new guy" card.. that's old, but this time you have half-a-point :) I haven't browsed through all the 200 pages of customization requests (i'm progressing with that, it's a long read so bear with me), so i thought i'd state my opinion here - relevant to the topic; gold pickups.

Yeah, the new guy card works when you haven't seen all the requests for customization options and ask for more anyway. :/

deimos
05-26-2010, 07:58 AM
Yeah, the new guy card works when you haven't seen all the requests for customization options and ask for more anyway. :/

I'd try and find a post with you asking or stating things already mentioned before, here or on TQ forums (would i even find any?) but i'm only on page 56/200 on that customization request thread. ;)

Don't be so grim. :)

ASYLUM101
05-26-2010, 05:11 PM
Don't be so silly, there's no way that's gonna happen.

4987354987
06-15-2010, 09:32 AM
http://www.neptoonstudios.com/Camp/BLOG/OW_ND.gif

gabe newell?

Void(null)
06-21-2010, 06:28 AM
Torchlight does that. I think it's good but lazy. I do get a little irritated accidentally picking up trash items when going for gold, moreso in TQ than IT (for some reason).

MP could be an issue if people opening chests act like gold vacuum cleaners.

Unless gold is automatically divided equally between party members so everyone gets equal gold no matter who is auto picking it up.

Pretty much a standard way of handling the problem in most modern MP games.

Shock Trooper
07-06-2010, 02:33 AM
I agree with void. But really it going to come down to how important each penny that drops is anyhow. Considering the size of inventory you might be better collecting stuff and selling it anyhow.

alexei
07-06-2010, 03:09 AM
Gold (iron in GD case) wouldn't take up inventory spaces. Just like TQ.

Harlequin
07-06-2010, 12:09 PM
Due to popular demand, we've gone ahead and implemented auto gold pickup.

Of course, in this case, we have iron coins instead of gold but you get the point. ;)

When you walk near sacks of coins they will automatically be added to your inventory, a little sparkly effect plays, and a number pops up showing you how much iron you just collected.

In multiplayer when a player collects coins, they will be evenly distributed to everyone in the group.

Very nice!!!!!

aristeus
09-02-2010, 04:28 PM
that will come handy :D

Sile
09-02-2010, 10:43 PM
No, it is TOTALLY different now. New experience is highlighted for a few seconds and then turns to a gold color. As you can see, we've made some major changes here. :p

Edit - actually there is one more noticeably change, which is that the bar is now more prominently displayed on the top of the bottom panel instead of at the bottom of the bottom panel where it was tough to see while playing.

So does this mean when my game is windowed, the experience bar wont disappear like in TQ? I hate that!

Aity
11-25-2010, 10:57 PM
+1 to auto-iron pickup.

Aity is pleased. Muchos Gracias.

Flamusiptheranji
12-09-2010, 10:02 AM
Sweet! This will save time and make the game play much more fluid. Good thinkin'.

Thanks for all your hard work.

- Flamus

Geotarrr
01-29-2011, 11:45 AM
I will only say - if some game may be better than TQ, it will be GD! ALL these features, listed in the forum and on the site's HOME page, are GREAT! I have no patience to play the game.

SHODANFreeman
02-02-2011, 01:09 AM
auto pick up health orbs? ala diablo3!

Ew, no thanks. Pots on a cd, and fast out of combat regen for me. Health orbs can go away.

filterheadz
02-02-2011, 09:15 AM
Hello GD forum , i also agree whit panthro , good implement for single player , not for multiplayer( especially if gold will be used as currency for trading etc )

hooby
02-02-2011, 09:49 AM
not for multiplayer( especially if gold will be used as currency for trading etc )

Why would that be?

Picked up gold is shared between all party members anyways - Titan Quest did so already, if I'm not mistaken...

SHODANFreeman
02-02-2011, 03:36 PM
I hate games that don't divide the gold evenly between each player nearby.

wsensor
02-02-2011, 05:35 PM
I like the idea of auto gold pickup but if I am off by myself and my teammates are elsewhere what I pick up should remain mine and only mine lol. I am greedy if they are not around and not helping where I am at they don't need the gold. Same thing for me though. If I am not around helping my teammates than I do not deserve a share of their gold.

Geotarrr
02-16-2011, 09:33 AM
I think it would be difficult to implement, but I like the idea for automatic division of gold on the death of the current monster.

With other words the gold to not fall on the ground, but directly to go to the players that are in the viewable screen with the monster. Or something like that, the criteria (viewable area, some kind of actions, ...) if some player deserves gold from the concrete monster or not is difficult to decide.

wsensor
02-16-2011, 07:03 PM
They could always change it in such a way that only certain monsters drop gold and other monsters just drop salvageable items to be sold to npcs. (Bandits / Undead Humans?)

I always was a bit confused why some monsters would drop money on death lol.

Elderek
03-03-2011, 08:52 PM
i havnt read much and this could have been suggested already. but, why not just make it an option (i.e. Ctrl+Z activates auto grab) although it would prolly mean that when multiplaying drops would be randomly assigned to a party member, it could work with items, but, gold is needed for pots an such. so why not with and auto grab option IF there is a partied group that the money be split between them... so if any buffer chars who cant be right in the action still get their dues.

like i said dunno if its been said or offered, but i have seen similar set-ups in other games.

Code187
03-03-2011, 09:58 PM
i havnt read much and this could have been suggested already. but, why not just make it an option (i.e. Ctrl+Z activates auto grab) although it would prolly mean that when multiplaying drops would be randomly assigned to a party member, it could work with items, but, gold is needed for pots an such. so why not with and auto grab option IF there is a partied group that the money be split between them... so if any buffer chars who cant be right in the action still get their dues.

like i said dunno if its been said or offered, but i have seen similar set-ups in other games.

as fare i remember it has been suggested to be an option gold pots etc :D

BigFan
03-14-2011, 03:26 AM
Hi all, just signed up, got pointed to this game from OCN. Pretty excited about what I'm reading :D

I like the idea of auto gold pickup but if I am off by myself and my teammates are elsewhere what I pick up should remain mine and only mine lol. I am greedy if they are not around and not helping where I am at they don't need the gold. Same thing for me though. If I am not around helping my teammates than I do not deserve a share of their gold.
#1- I think maybe a radius implementation would help, as in if a monster is killed, anyone within a certain radius of x(depending on player size, monster size, etc....) would get the gold split among them. This way, someone fighting away from you will get the gold himself and if he helps provided he's within the radius, he'll get some gold.
#2- Maybe make it a monster thing, so, if you get a hit in, you get some gold although I can see people hitting the different monsters once and then chilling on the same side while the others are finishing the work. Maybe then split the gold via a ratio of damage? Would make it so that those who do the most damage get the most gold, but, then everyone will be trying to get more hits on bosses, etc.... XD

I think auto pickup for gold in SP is great though :)

NZSpy
03-22-2011, 01:05 PM
I know this is slightly off-topic but one thing with TQ was that it didn't take long for gold and vendors to become meaningless. My high level characters were running around with 50 million gold and more and nothing to spend it on. It also didn't take too long before vendors were selling items way below what my character was wearing.

Also in the Quest to find Tamaris(?), the blacksmith, two things would happen, (a) you would get there and he would have nothing truly amazing (b) You couldn't afford something he may have had(at that time). I always felt a bit let down by that quest and I think it took the flavour of the quest away.

Just some thoughts I wanted to share. :)

Renevent
03-22-2011, 01:16 PM
Yeah I always felt that quest was a let down as well...

ASYLUM101
03-22-2011, 01:32 PM
You guys are insane, he had BLACK DYE.

Llama8
03-22-2011, 01:45 PM
You guys are insane, he had BLACK DYE.

Yay, I can dye some part of my clothing that's hidden from view by my armour...

I think.

Dyes might be more useful if you could dye various bits of the armour you're wearing, rather than just your loincloth/vest.

NZSpy
03-22-2011, 03:15 PM
Originally Posted by ASYLUM101
You guys are insane, he had BLACK DYE.

Yeah, "A blacksmith of remarkable talents", Dye isn't the first thing that comes to mind.

hooby
03-22-2011, 05:37 PM
But then again, a blacksmith is the one who does horse shoes, not weapons (which would be a weaponsmith), so what exactly did you expect? ^^

ASYLUM101
03-22-2011, 05:52 PM
Yeah, "A blacksmith of remarkable talents", Dye isn't the first thing that comes to mind.

No, but it's one of the two places in the game you can get rare dyes. (black being one of them)

he is a ...

BLACKsmith.

yerkyerk
03-22-2011, 06:09 PM
Black Smith:
http://www.solarnavigator.net/films_movies_actors/actors_films_images/will_smith_shirt_tie.jpg

NZSpy
03-22-2011, 06:41 PM
Yerk, That's hilarious :)

Asylum/Hooby: When the quest states "Marvellous items". You expect a little more than just 'rare dyes', that's all I am saying.

Harlequin
03-22-2011, 07:26 PM
That guy sold stuff from egypt. I think thats what was so special about him.

Kharin
05-12-2011, 04:07 AM
I can firmly say that my initial response was indifference, but honestly I can't see the need to click six times JUST for gold after opening a larger or boss chest. It is rather redundant and only adds to one of the worse aspects of this heavenly genre, the sometimes excessive clicking.

Good idea, I'd say wall kicks will work here.

Hypercrazy
05-14-2011, 06:00 AM
I think it's a nice addition to have auto gold pickup. Basically like Torchlight, run over the gold and boom its in your bag. I didn't mind picking the gold up in TQ because at times it actually made me feel like I was getting richer by manually picking it up. However after multiple play throughs and characters it does get a bit tedious.

NZSpy
06-01-2011, 06:07 PM
(Originally posted in ideas and feedback, posting here as Yerk suggested :) )

As far as story and lore goes for GD. I really hope that this:

'For humankind it is the dawn of a grim new age where iron has replaced gold as currency and the importance of salt as a weapon makes it far too valuable to waste on food.'

... is reflected in the game play.

Too often we hear/read 'flavor text' that turns out to be just that and not really important to the game or game mechanics at all. I worry about this as this topic makes me wonder how does the above lore impact the game?

I would hate to see an interesting idea that is meant to be prevalent in the world to turn into nothing more than a vague background.

dicipleofthelie
06-06-2011, 02:59 AM
(Originally posted in ideas and feedback, posting here as Yerk suggested :) )

As far as story and lore goes for GD. I really hope that this:

'For humankind it is the dawn of a grim new age where iron has replaced gold as currency and the importance of salt as a weapon makes it far too valuable to waste on food.'

... is reflected in the game play.

Too often we hear/read 'flavor text' that turns out to be just that and not really important to the game or game mechanics at all. I worry about this as this topic makes me wonder how does the above lore impact the game?

I would hate to see an interesting idea that is meant to be prevalent in the world to turn into nothing more than a vague background.

I think this is a fantastic idea. Similar to how Fallout uses bottle caps instead of paper money. It would also be neat to have gold or paper money in game, but have it be useless or used for crafting or something.

yerkyerk
06-06-2011, 01:59 PM
I do think they plan to use salt, which makes the OP about auto-gold pickup, which was made by medierra, all the funnier.

officerdonnz
06-08-2011, 02:44 AM
Also if you read medierra's OP he says that the coins are iron not gold :) So it looks as though salt and iron are in :D

8Ryan8
06-08-2011, 05:15 AM
Man i'm cab, :confused: how do u get a profile picture up? I'm a newbie too

eisprinzessin
06-08-2011, 05:38 AM
Hi 8Ryan8 - kindly see the FAQs (http://www.grimdawn.com/forums/faq.php?faq=vb3_user_profile#faq_vb3_signatures_av atars).

8Ryan8
06-08-2011, 07:18 AM
ok thanks:)

NZSpy
06-08-2011, 07:11 PM
Also if you read medierra's OP he says that the coins are iron not gold :) So it looks as though salt and iron are in :D

Is it just me that thinks that is just an abstraction. To me in a world relying on iron, you would think they wouldn't take the time to smelt them down into coin form and that it would go into something more useful, weapons, vehicles, etc? I would have thought we'd be collecting iron scraps and junk. perhaps on some bigger drops it could be hunks o' iron.

ASYLUM101
06-08-2011, 07:55 PM
I'm pretty sure they didn't say the coins were made of iron or salt. I think it's just scrap heaps and salt cubes as money.

Malpheas
06-08-2011, 08:02 PM
Hooray Waterworld type post-apocalypse monetary system.

I think it shows in his screenshot as well... I could be wrong, though.

NZSpy
06-09-2011, 11:12 AM
I'm pretty sure they didn't say the coins were made of iron or salt. I think it's just scrap heaps and salt cubes as money.

That would be cool :)

Spinfx
06-13-2011, 02:31 AM
Will this new form of money take inventory space?

Ragathol
08-03-2011, 02:27 PM
I know this is slightly off-topic but one thing with TQ was that it didn't take long for gold and vendors to become meaningless. My high level characters were running around with 50 million gold and more and nothing to spend it on. It also didn't take too long before vendors were selling items way below what my character was wearing.


This. In the beginning, you often don't have enough to buy something really nice if you find it (example from just a few days ago: I found a ring that would be awesome for one of my mage characters, problem is, I found it with a low-level char who only had ~200K gold total, and it cost 350K+), and on higher levels, the vendors are pretty much useless for other than health potions.
The balance definitely could be better. It's quite rare for a vendor to have anything worth buying, although that is a good incentive to go out and whack things.

Other than that, auto pickup sounds good :)

Crispyfingers
10-26-2011, 08:14 PM
Auto pickup for money and money-like substances sounds like a nice option. It's very satisfying to walk over a monster and hear "shshshshshshink" as all the money is collected :D

KPEX
11-06-2011, 06:22 AM
Due to popular demand, we've gone ahead and implemented auto gold pickup.

Of course, in this case, we have iron coins instead of gold but you get the point. ;)

When you walk near sacks of coins they will automatically be added to your inventory, a little sparkly effect plays, and a number pops up showing you how much iron you just collected.

In multiplayer when a player collects coins, they will be evenly distributed to everyone in the group.

Anyone here played Sacred 2? loved the feature in that, spam Q and it aoe loots gold and items!

KPEX
11-06-2011, 06:26 AM
I'm pretty sure they didn't say the coins were made of iron or salt. I think it's just scrap heaps and salt cubes as money.

Could be food, pretty hard to make food with zombies around. Imagine trying to sow a field :p

DeAdOne
11-23-2011, 06:08 PM
This is a good addition.Thank you!!! Picking up gold was tedious!!!!!

KondaImmortal
02-25-2012, 06:47 PM
Good addition because we are lazy.

Slikless
03-06-2012, 03:11 PM
Either auto-gold pickup or implement AoE Loot for gold like SWTOR has it.

Phobosares
04-12-2012, 12:34 AM
Nice! I always found it irritating how in Isometric RPG's my eyes were mainly looking at the ground instead of looking around the area for enemies, etc..

Albedoshin
04-25-2012, 06:56 PM
I totally love this feature, after playing the beta for Diablo 3 and I went back to the old pick it up manually style, I noticed how auto pick-up is needed in these games. I was spending more time running over to gold and items than I was actually killing stuff. Speeds up the gameplay alot and it allows you to focus more on everything else.

Gazz
04-26-2012, 01:09 AM
The only memorable feature of Dungeon Siege were the mules.
Them and Auto-Pickup.

You press a key and the mules (or characters) run around all by themselves picking up all gold and items!
Of course, there was no multiplayer angle where items might actually be contested, but some more recent games (I'm looking at you, D3) handle items on a per client base, eliminating all the bitching that inevitably ensues when something useful drops.

If I can filter auto pickup to a certain magicalness or value of items, I say screw manual pickup of anything.
That it was good enough for our ancestors is not an argument. Our ancestors lived on trees, too. Well, the smart ones. The others got eaten.


In Dungeon Siege, the de-junking of all those characters became quite a chore because auto-pickup was completely indifferent.
As a result, you ended up clicking a lot of items that only netted you 1-2 gold.
In DS 2 you got controls for which items to display (and auto-pickup). Brilliant.


The same thing can work for a non-party game.
Instead of having to click every single damn item on the screen, the character sucks them up like an item black hole.
There's no real mental challenge in clicking on items on the ground. I find it to be more of a chore while you actually have a use for gold.
In D3, the crafting (artisan training) and bank space increase provides a nice and (for the forseeable future) infinite money sink.
And if too many players max out their crafters too quickly? They can add another crafter who has a chance to distill specific magical properties, create gems, whatever.

Greymous3
04-26-2012, 08:23 PM
on the topic of gold hoovering, for D3 the additional mechanic of the pickup radius mod crossing over to other character aspects (like the WD's life/mana regen per kill radius with one if its passives) makes that chore still equitable.

of course, i don't think that's portable to GD. it's one of the many arcade-y features (like the health globes) that indicate D3 devs decided to sacrifice some of the old school ARPG environmental immersion for innovative gameplay systems that, among other things, play well across both pc and console platforms.

and that, in itself, isn't even a bad thing. it's just that it leaves games like this one, TL2 and ostensibly PoE (which i haven't played, so dunno) to carry on some of the more familiar traditions of the genre.