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I've made it a habit lately to post stuff only in the BB forums, but I think this question is qualified to be posed to everyone in the PoE forums. (I apologize in advance for the typos to follow, but I'm typing from mobile again.) To summarize, ever since Throne of Bhaal (mid 2001), where the highlight loot/containers/doors function was introduced, I felt that it encourages me to adopt a play style which I regret adopting, but which happens to be the fastest and most convenient and efficient. You know what I'm talking about, because you're all doing it too, come on I mean the practice of "enter an area -> hold the Tab key to scan for valuables, containers, hidden stuff -> rob the place of everything that isn't nailed to the ground -> move to the next area/dungeon level" These cycles are often accompanied by "sell the gathered junk for gp". While this is a rational tactic, I've always felt it breaks immersion, because the player starts to feel more like a high fantasy hoover than a high fantasy hero. Yet the tactic is so profitable to the player, and so addictive, and convenient, and seductive, that I've never resisted using it since Throne of Bhaal, trough my later replays of BGII which didn't initially have that function, then through NWN, all the way to Dragon Age I&II, basically everywhere where I could. Now, PoE, from what I've heared stated numerous times by Josh Sawyer (btw I can hardly stop myself from referencing him and Tim Cain by just first name ), is a game that's deliberately aiming to capture the Zeitgeist of the 1990s fantasy RPGs. Does the inclusion of this highlighting feature into PoE (it's in the backer beta) also constitute part of the efforts towards capturing the Zeitgeist? Because the feature was only added in the penultimate IE game, chronologically speaking. My answer is that apparently it was so convenient that they added it in regardless of it not being a key feature of the IE games. Memories of past periods are often idealized, like the way many people imagined the Middle Ages in the mid 1800s I guess Anyway, jokes aside, I am far from the argument that this feature shouldn't be in the game, especially with the cited chronological motive. On the contrary, please, let it be there, I am all for capturing the Zeitgeist, and I am aware that this is achieved by borrowing the best features of the period in question, with precise chronology taking a step back. But Josh Sawyer has also assured us in a few places, that the team would not hesitate to improve on aspects of the IE games which were constraining, not working well, etc. This is what I want to suggest that be done with the highlight feature. My suggestion is that doors and containers only highlight when the key is pressed while a character (currently selected or no) is whithin a reasonably small distance from the door/container. This alteration to the functionality, in my opinion, achieves multiple good effects simultaneously: 1. Prevents the cheesy tactic I described, or at least makes it more tiresome and thus less probable to be employed consistently for a long part of a playthrough. Especially with the Stash present, this feature is ready for much more efficient abuse in PoE than it ever was in the IE games. 2. Prevents the "pixel hunt" done with the mouse pointer which was the usual practice before the advent of the highlight key. Pixel hunt should also not work on containers/doors that are out of range. 3. By highlighing objects only in proximity of part characters, some very authentic role-playing scenarios become possible, such as - you've just cleaned a room in a dungeon and you spread the party around, so that with one key press you can highlight more of the room, but knowing that is way you run the risk of being ambushed while the party is not in formation, or setting of a trap. Making either choice involves a tradeoff. 4. PoE builds on IE games' functionality and makes from what was a feature suggesting abusive behavior, a feature that suggests role-playing opportunities. 5. Provides an incentive for the player to use all the party members together, for a task that isn't combat or related to combat, and this is something happening relatively rarely. I see it as an equivalent to one of the text-based interactions, where the party decides to "[search the room]". You get what I mean, right? I wonder what the developers would say about this, but I'm sure they want to see what the community thinks of it most of all, so I think if the devs' input comes it will be only after many people here have stated their opinions. With this I encourage you to say what you think about my idea - do you agree the highlighting was/is breaking immersion/potentially abusable? Do you think a solution such as what I'm proposing can make the game more interesting? Do you have your own solutions to propose?