Any ETA on Shared Stash + Nopickup?

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Solfege
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dirtpoorchris wrote:Im colorblind and its hard for me to see difference between rares and yellows and stuff on the ground. Maybe they can make the pickup txt for uniques sparkle or something?


Not sure if you're serious, but in case you are...
I'm colorblind, too. Tweaking my monitor's R/G tint and general contrast made things a little more distinguishable (except enemy life bars *grumble*). Maybe give that a try.
liquilite
Fallen
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Hi everyone. Just joined the forum and wanted to add my thoughts to the discussion going on here.

I grew up playing Diablo, and Diablo 2 and I've been playing ARPGs ever since. I just started playing Median-XL a few days ago and I'm enjoying it so far, but one thing I will say is that after playing Path of Exile for the last few years, coming back to the Diablo 2 stash system of muling to transfer between characters, and extremely limited storage space is not something that I missed in the least bit. It doesn't make for "more interesting" gameplay by forcing me to "make decisions". It's tedious, boring, and outdated, even though, yes, I was fine doing it that way for years and years. I'd rather spend my time farming hordes of monsters than muling and managing my inventory. If you can't see what I'm saying, it's the ACTION part of the Action RPG, that makes it fun, not the standing in town muling and figuring out which items I can keep.

Median-XL has managed to improve the Diablo 2 experience in a number of ways and I commend the development team for that because Diablo 2 is arguably the best ARPG of all time. I see this as a definite opportunity for the Median-XL team to further improve the game, by giving us a shared stash, with not necessarily unlimited space, but with plenty of space. Maybe stash tabs are unlockable achievements. Maybe you figure out a way to monetize it (because I would pay you for stash tabs - i'll probably donate anyway) like the POE system. I'm glad to see that the team is already working on improvements to the system, though, and I'll be looking forward to seeing those implemented.

Thanks for reading.
SuperFly
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Marco wrote:First off, I want to say that each developer might have his own opinion regarding certain matters that don't necessarily reflect the views of the entire team, or project. I don't want to throw anyone under the bus here, but I don't know why the case is being made that PlugY is incompatible because we intend SP players to play a certain way, when the sole and only reason PlugY doesn't work is because of the new engine.


There really isn't any need to discuss it any further. I repeat: PlugY is disabled because it doesn't work with the new engine. If we were against multi-stash, we wouldn't have shipped PlugY with the launcher in the past. Nor provide certain files inside the mod that would make certain stats (such as signets) display on PlugY pages.


Next: PlugY is a third party tool. It's not built-in in our project, so the few people claiming we are taking steps backwards, we never took that step in the first place. The new engine came with sacrifices, and PlugY/D2SE were some of them. Surely, as a SP player, I'm happy to note that you can make a choice to play the old version if the benefits of PlugY for you are greater than the new engine.


More: saying we are neglecting the SP playerbase is just idiotic imo. Not only do we try to make the solo experience more enjoyable by providing increased drops and increased exp rates (both which required engine efforts), but we also risk all our server code / engine by keeping the mod SP-playable. If we decided to disable SP, we could have all our server code safely from being stolen (it only took china about 1 day to launch their sigma ripoff) and we would be able to implement lots of cool server features. But we haven't, and we shipped the server logic in the SP patch because we acknowledge and appreciate our SP community.


Extra: the possibility is there of PlugY making a comeback, but you have to understand, this wouldn't be a smart thing to do on a first release, because we want the bug reports to be centered on our actual product before we provide support for 3rd party tools. In fact, some cool person in this community had a working PlugY in less than 24 hours of release. We are looking into this, as we have to consider how this would work out compatibility-wise whenever we decide to implement our own multi-stash system. You just have to be patient.


Bonus: there seems to be a lot of expectations coming from some players which apparently assume we released the update with everything we wanted, as we wanted it. That's just not the case. We released on the 18th primarily because we were very commited to having this patch out as promised to the community. But this also required sacrifices, as we were unable to provide all the features we had planned for the initial release, which we are working on now. We preferred to have people miss a few features early on (extra waypoints, bounties, etc) rather than continue to ask about when sigma will be out and play on a dead ladder.


Fantastic answer. That's what we needed to know.

Don't get me wrong I do appreciate your (as a team) hard work to make this otherwise dead game an awesome gaming experience.

Btw. Try to get your hands on Easter Sun code this way you could utilize some solutions :)
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Darthaghar
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Note dat the Nopickup feature still exists! its just not in a form of command if you want to have NoPickup you can simply download the newest version of D2stats which has the NoPickup option in its options tab!!

Also its not like you cannot create infinite amounts of Single Player Mule characters to store your goods they have even provided you with the local ip of your PC so you can easily connect to your Single Player hosted game in Lan (I type "localhost" because you could use that to connect to your Lan too without any of the IP business just in case its not the same for everyonen u know)
Image
and connect with your mules to store your items in a whopping 15x10 Character Inventory and 16x15 Cube Inventory and 16x15 Stash Inventory
As you can see here in the spoiler below I myself have some Single Player mules which I have sorted by Class etc so its extremely easy to setup especially easy since you can use the CTRL click items to move them from inventory to inventory or drop them on the ground as well
► Show Spoiler
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Rishab
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Nopickup is now an ingame option in settings, d2stats is not an absolute need for it
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Dunedain02
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Darthaghar wrote:Note dat the Nopickup feature still exists! its just not in a form of command if you want to have NoPickup you can simply download the newest version of D2stats which has the NoPickup option in its options tab!!

Also its not like you cannot create infinite amounts of Single Player Mule characters to store your goods they have even provided you with the local ip of your PC so you can easily connect to your Single Player hosted game in Lan (I type "localhost" because you could use that to connect to your Lan too without any of the IP business just in case its not the same for everyonen u know)
Image
and connect with your mules to store your items in a whopping 15x10 Character Inventory and 16x15 Cube Inventory and 16x15 Stash Inventory
As you can see here in the spoiler below I myself have some Single Player mules which I have sorted by Class etc so its extremely easy to setup especially easy since you can use the CTRL click items to move them from inventory to inventory or drop them on the ground as well
► Show Spoiler


Hey, could you explain how to transfer the items to the mules? Do I need to open 2 different game clients or like wait 1 (or 5) min and then exit (like online)?
Dandy
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You can open two clients at the same time.

Host a game with one. (TCP/IP)
Join with the other. (TCP/IP)


PS: DO NOT try to "perm" a game that you are hosting. The host (your first client) acts as the server. When the host closes the game, the server dies.
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Marco
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indeed you should exit on the non-hosting account first to prevent any loss
hpmons
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Marco wrote:Extra: the possibility is there of PlugY making a comeback, but you have to understand, this wouldn't be a smart thing to do on a first release, because we want the bug reports to be centered on our actual product before we provide support for 3rd party tools. In fact, some cool person in this community had a working PlugY in less than 24 hours of release. We are looking into this, as we have to consider how this would work out compatibility-wise whenever we decide to implement our own multi-stash system. You just have to be patient.

Bonus: there seems to be a lot of expectations coming from some players which apparently assume we released the update with everything we wanted, as we wanted it. That's just not the case. We released on the 18th primarily because we were very commited to having this patch out as promised to the community. But this also required sacrifices, as we were unable to provide all the features we had planned for the initial release, which we are working on now. We preferred to have people miss a few features early on (extra waypoints, bounties, etc) rather than continue to ask about when sigma will be out and play on a dead ladder.


Thanks for this, I think it makes perfect sense that you didn't do this on first release. From whist's earlier posts I can kinda understand the aversion to an infinite stash on MP too (though a few tabs would be welcome).

I've played Median since 2008 (possibly before?) and I've only ever played SP until this season, largely due to loving PlugY. I can see how people can love MP, I'm okay even if devs want to balance things a little in the favour of MP and have certain behaviour encouraged or discouraged in it (e.g. hoarding). But for SP people should be able to mess about and play how they like, i.e. with an infinite stash - weird though I may be, I love collecting drops and this game is heavily focused on items. I mean, we're playing a mod of a game created 19 years ago: we're clearly all a bunch of weirdos here.

I hope you manage to figure out the compatibility issues with your future stash plans and 3rd party tools. I look forward to having more space! :)

EDIT:
dirtpoorchris wrote:Im colorblind and its hard for me to see difference between rares and yellows and stuff on the ground. Maybe they can make the pickup txt for uniques sparkle or something?

I'm not colorblind, but I like using f.lux which slowly changes your display to reduce eye strain at night...It makes it harder than usual to tell rare and uniques apart. I recommend using D2Stats, which tells you in game when a unique item has dropped.
Edited by hpmons 6 years.
dirtpoorchris
Prowler
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Solfege wrote:
dirtpoorchris wrote:Im colorblind and its hard for me to see difference between rares and yellows and stuff on the ground. Maybe they can make the pickup txt for uniques sparkle or something?


Not sure if you're serious, but in case you are...
I'm colorblind, too. Tweaking my monitor's R/G tint and general contrast made things a little more distinguishable (except enemy life bars *grumble*). Maybe give that a try.

Ya I tweaked my colors and can kinda barely see a difference but sometimes I still mess up