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52 replies   4245 views
2

Description

5

Can be used to make Runewords:

7
I think 9x4 is good. The only "inventory" space most people use is the Horadric Cube, which takes up 4 slots.

So 9x4 would keep it even.
7
OP
I vote 10x4. anything less, the top tier builds (e.g. lightning zon, fire sorc) won't see any difference in as they run with partially empty inventory anyways. The not top builds (e.g. icemaiden, firezon) will be slowed down even more as they need the full inventory of charms

and against ubers, you need the full inventory on most builds
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Teleporting in town
And
New Uniques for Arrow/Bolt quiver (which of course never run out of Arrows). This prevents me from Bowazone. Half way through a zone you need to take care of logistics. Just annoying.
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1) For the XP bar to not be covered while the Belt is open.

2) When items are toggled to show, they should not overlap your mercenary and their health bar.

3) When using /FPS command, it should not overlap your mercenary and their health bar.

4) When casting a town portal close to a way point, it should automatically spawn far enough away to negate the possibility of clicking the wrong one.

5) Resurrect your mercenary with Gold in the shared tabs. Make it cost more money as a fee of some sort if need be. Or a button to withdraw only 50K, or possibly the exact amount required to resurrect.

6) % display for XP bar. Displaying at least 1, if not 2, decimal points. Would greatly simplify calculating how many of 'X' runs are necessary to level up.

7) A Key/mouse button combo to automatically move items into the cube when viewing the Gems, Runes or Materials tabs of your stash. I.E. ALT + Right Click would move the gems/rejuvies into the cube to make it easier to cube them.

8) Healing shrines should at least Cure poison and probably chilled. How is some random-ass well in the middle of a field a Cure all...but not a HEALING shrine?

"You can't fight if you're already dead." - A powerful mage.

In UTC +01:00 Time Zone.
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An auto-collect function for runes on SP games, like the system we have for collecting Gold. Walk past it and zip... it's in your stash.

There's no one else to compete with you to pick it up, so if a Rune drops, it should belong to you anyway.

I provide my bnet details after I have accepted your offer/ you accept mine.

Flexible but mostly trade is UTC+1 evenings. Note timezone differences: several hours ahead of US / behind Asia. Prompt but don't expect instant. This ain't Traderie.
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R0b0yt0 wrote: 7 hours ago

8) Healing shrines should at least Cure poison and probably chilled. How is some random-ass well in the middle of a field a Cure all...but not a HEALING shrine?
Because "well" = "get well".

:D

I provide my bnet details after I have accepted your offer/ you accept mine.

Flexible but mostly trade is UTC+1 evenings. Note timezone differences: several hours ahead of US / behind Asia. Prompt but don't expect instant. This ain't Traderie.
7
I think an entire 10x4 is too much for charms. Would make it too easy to max out resistance, FHR, etc. Somewhat spoiling itemization and making trade-offs in gear choices.

An alternate idea...

The cube no longer occupies any inventory space and has a hotkey by default. It gains slots for: Hellfire Torch, a Sunder, Gheed's, Annihilus, Keys, and Tomes of ID & Town Portal. The cube retains it's 3x4 space to store anything.

Then either 5x4, or 6x4, of the inventory space is usable for any other charms.

Currently at most you can run 6 GCs/Skillers while holding the cube assuming Sunder and Gheed's. At 5x4, you would lose the capacity of a single GC/skiller and space for (2) small charms, assuming you carry keys, but gain a 5x4 area to manage loot.

6x4 allocated for charms would be equal GCs with the loss of a single small charm and 4x4 for loot management.

To further ease loot management, gems/runes should be stackable in the cube/inventory.

"You can't fight if you're already dead." - A powerful mage.

In UTC +01:00 Time Zone.
7
D2(r) source code getting published and put under public domain

Post ur offer before adding me. No PM. Only add me if u offer bin/lf. No reply after 3 days=offer rejected
No socketing service. If u get item otherwise, retract ur pending offer. Edit ur post or post "retracted" to do so.
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AardvarksAdvance wrote: 7 hours ago
An auto-collect function for runes on SP games, like the system we have for collecting Gold. Walk past it and zip... it's in your stash.

There's no one else to compete with you to pick it up, so if a Rune drops, it should belong to you anyway.
Ability to configure an auto grab specific runes, similar to a loot filter would be a great improvement, especially if they could still show you some visual of the rune on the Ground (so there is still the same feeling of excitement) - with the rune going to the killer.

This would solve a lot of the issues with loot sharing in multiplayer games. Even better would be if you could configure this also for certain uniques, it but starts getting a bit more complicated with needing the ability to have a prioritization list / order of grabbing.

And hey, while we are dreaming of things Blizz will never do for us, combine that with the separate inventory for loot grabbing versus charms!
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i would like to have transmog

My trades are on Sofftcore Non-Ladder
Equivalence for trades:
Pul=0.25| Um=0.5| Mal=0.75
Ist =1
Gul=1,5| Vex=3 | Ohm=4 | Lo=5 | Sur=6 Ber=9 | Jah=10 | Cham=6| Zod =12
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varangium wrote: 1 day ago
I think 9x4 is good. The only "inventory" space most people use is the Horadric Cube, which takes up 4 slots.

So 9x4 would keep it even.
I disagree as I believe this would be a character power boost. First off, with a cube, you can only fit 8 GCs, not nine. Additionally, I believe that most players do in fact Sacrifice some of their charm space for QoL space/items, like free inventory space for picking up items, Tome of Identify, Tome of tp. Increasing your damage by like 7% by carrying 2 more skill charms just doesn’t justify all the extra trips to town and clunky and time-consuming item/cube manipulation. You end up probably reducing clear speed by completely filling your inventory with charms, and I think many players know this. Obviously there will be exceptions, such as uber smiters or players who for various reasons just don’t pick up and check or keep many items.

Anyway, because of this, any charms inventory in excess of 6x4 will begin to cause some power creep. I think 10x4 is obviously too much, and 9x4 is probably too much. 8x4 will generally match the amount of inventory dedicated to charms on players who run a full inventory, whereas 6x4 matches the amount of inventory dedicated to charms on players who run a QoL-optimized inventory (I’m in this category). Thus, I say the sweet spot for a charms inventory lies between 6x4 and 8x4, at least if we want to avoid power creep.

There is another very interesting possibility for a charms inventory, you could have a charms inventory that allows you to equip a fixed number of charms of each size. As in, you are allowed like 6 charms of each size. I find this idea intriguing because suddenly large charms become good. However, it is would cause a lot of resistance creep as your large charms could all be 8 resist all. I can’t really think of a way to implement this idea without significantly changing item/character balance… though I really love the idea of making large charms good.
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tatarjj wrote: 58 minutes ago
varangium wrote: 1 day ago
I think 9x4 is good. The only "inventory" space most people use is the Horadric Cube, which takes up 4 slots.

So 9x4 would keep it even.
I disagree as I believe this would be a character power boost. First off, with a cube, you can only fit 8 GCs, not nine. Additionally, I believe that most players do in fact Sacrifice some of their charm space for QoL space/items, like free inventory space for picking up items, Tome of Identify, Tome of tp. Increasing your damage by like 7% by carrying 2 more skill charms just doesn’t justify all the extra trips to town and clunky and time-consuming item/cube manipulation. You end up probably reducing clear speed by completely filling your inventory with charms, and I think many players know this. Obviously there will be exceptions, such as uber smiters or players who for various reasons just don’t pick up and check or keep many items.

Anyway, because of this, any charms inventory in excess of 6x4 will begin to cause some power creep. I think 10x4 is obviously too much, and 9x4 is probably too much. 8x4 will generally match the amount of inventory dedicated to charms on players who run a full inventory, whereas 6x4 matches the amount of inventory dedicated to charms on players who run a QoL-optimized inventory (I’m in this category). Thus, I say the sweet spot for a charms inventory lies between 6x4 and 8x4, at least if we want to avoid power creep.

There is another very interesting possibility for a charms inventory, you could have a charms inventory that allows you to equip a fixed number of charms of each size. As in, you are allowed like 6 charms of each size. I find this idea intriguing because suddenly large charms become good. However, it is would cause some resistance creep as your large charms could all be 8 resist all.
Re: First off, with a cube, you can only fit 8 GCs, not nine.

Yes, but with a 9x4 space, you still need 1 column for the Hellfire Torch. So in practice, you can only fit 8, just as in the cube setup. And the total free slots is the same as well, 36.

Regarding tomes, I don't carry an identify Tome, it's too slow on controller to open the cube move the cursor to the identify Tome, then move it back to the item, then drop it, etc.. Faster to just go to town quickly to ID things en masse.

So 9x4 has the same number of slots again, but if you want to make it fully equal, force the tomes to operate out of the 9x4.
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varangium wrote: 48 minutes ago
tatarjj wrote: 58 minutes ago
varangium wrote: 1 day ago
I think 9x4 is good. The only "inventory" space most people use is the Horadric Cube, which takes up 4 slots.

So 9x4 would keep it even.
I disagree as I believe this would be a character power boost. First off, with a cube, you can only fit 8 GCs, not nine. Additionally, I believe that most players do in fact Sacrifice some of their charm space for QoL space/items, like free inventory space for picking up items, Tome of Identify, Tome of tp. Increasing your damage by like 7% by carrying 2 more skill charms just doesn’t justify all the extra trips to town and clunky and time-consuming item/cube manipulation. You end up probably reducing clear speed by completely filling your inventory with charms, and I think many players know this. Obviously there will be exceptions, such as uber smiters or players who for various reasons just don’t pick up and check or keep many items.

Anyway, because of this, any charms inventory in excess of 6x4 will begin to cause some power creep. I think 10x4 is obviously too much, and 9x4 is probably too much. 8x4 will generally match the amount of inventory dedicated to charms on players who run a full inventory, whereas 6x4 matches the amount of inventory dedicated to charms on players who run a QoL-optimized inventory (I’m in this category). Thus, I say the sweet spot for a charms inventory lies between 6x4 and 8x4, at least if we want to avoid power creep.

There is another very interesting possibility for a charms inventory, you could have a charms inventory that allows you to equip a fixed number of charms of each size. As in, you are allowed like 6 charms of each size. I find this idea intriguing because suddenly large charms become good. However, it is would cause some resistance creep as your large charms could all be 8 resist all.
Re: First off, with a cube, you can only fit 8 GCs, not nine.

Yes, but with a 9x4 space, you still need 1 column for the Hellfire Torch. So in practice, you can only fit 8, just as in the cube setup. And the total free slots is the same as well, 36.

Regarding tomes, I don't carry an identify Tome, it's too slow on controller to open the cube move the cursor to the identify Tome, then move it back to the item, then drop it, etc.. Faster to just go to town quickly to ID things en masse.

So 9x4 has the same number of slots again, but if you want to make it fully equal, force the tomes to operate out of the 9x4.
You’re right about the torch, I didn’t think of that. However, I still think 9x4 is probably too much as it definitely exceeds the amount of inventory dedicated to charms for a large majority of the player base.
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