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Drops

nacito#6758 nacito Posts: 983 Arc User
Idea brought by me from a friend:
Well basically organize it in a way that you can see what your drop is, like gear, mod, AF, device, costume because nowadays the way they look you cant tell what is gonna be until you grab it, mostly when is an unique item/orange orb(in the case of VB or other maps with drops)
so what do you guys think about clarity on drops?
Just another reptile lover, known in game as @nacito
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Comments

  • soulforgersoulforger Posts: 1,649 Arc User
    Most costume drops have a unique icon on the ground with a beam of light on it. Beyond that, could be useful to id what dropped.
  • mithrosnomoremithrosnomore Posts: 521 Arc User
    Why does it really matter?

    I mean, other than saving a few seconds here or there in some places because what dropped is useless.

    And I don't mean "Oh, this can't be vendored but I make be able to make a G on the AH", I mean "dino-chips or worm gems when you have already run those missions" useless.

    I would say that the various critters should just not drop items that only you can pick up if you can not use the item in some way.
    That would make every drop useful in some regard.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    We want to encourage people to pick up drops. If you don't want it or need it (like repetitive mission items), you can discard.
    Otherwise, piles of unwanted drops can lead to lag issues, because CO drops are either animated (lockboxes) or have a bloom effect. The despawn after some time, but identifying what a drop is might cause active zones to be littered with hundreds of them.
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  • legendarylycan#5411 legendarylycan Posts: 1,571 Arc User
    edited June 2016
    you could just not pick it up if it's something you don't want...interacting with any item drop or reward circle brings up a window showing what you're getting, so if it's something useless to you, just close it​​
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