Let it Flow - About PoE's User Experience
" This. There's been times where players have died or nearly died because another player unwittingly blocks their escape out of the room. It seems counterintuitive to have it so that a marauder sitting in a wide doorway will literally block every ally from crossing over. As big as the marauder is, there's no way they fill up the entirety of the doorway. Collision spheres for players in maps are just too large. If I want to grab my loot, I shouldn't need to snake through the 3 guys standing over it just so the tiny pickup radius finally triggers. |
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" I have found that this feeling is directly related to your movement speed and attack speed. I have began to run fast attack and movement characters simply because the game feels so much smoother. When rerolling to a fresh character it is always such a shock at how sluggish they are. |
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" Agreed, absolutely. Not sure if you read through the subsection you quoted or only read that first paragraph, but that's exactly what I said here: " Thanks for chiming in! Get at me in game @Jyyn Do you like feedback? http://www.pathofexile.com/forum/view-thread/355307/page/1 Last edited by Phoobrak#3429 on May 3, 2013, 12:21:57 PM
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" Yep, saw those a while back. Good texture work! I especially liked the bloody Shadow, wicked. A shame they wouldn't accept using them, but that must mean they have something in store for us... right? Get at me in game @Jyyn Do you like feedback? http://www.pathofexile.com/forum/view-thread/355307/page/1 Last edited by Phoobrak#3429 on May 3, 2013, 12:17:45 PM
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You sir, should actually work for this company. Haven't played in almost 2 month right now because the solo experience (not using gameterms here, I mean playing solo is NOT fun in PoE) in PoE is absolute dirt.
Last edited by MrMeowMeow#1120 on May 2, 2013, 7:58:42 PM
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" Thanks for the good word. I'd fly out there tomorrow, if only they'd call ;) " Yes, sir. The main point that turns the solo experience into a frustration, in my opinion, is that it only dawns on players after they reach a certain drop-off point that soloing is no longer rewarding, compared with multiplayer. I played Everquest as a Rogue for 3+ years - I know what it entails to be required to join a team to be able to play a game. I *could* theoretically solo for experience and (some) loot in EQ, but the ridiculous effort and the inevitable frustration made it non-viable by definition. Some other classes (Bards, Shamans, Druids, Necromancers) could solo much more efficiently, so choosing your class in accordance to these limitations was a must. The exact same thing happens in this game, except all players/classes/builds are equally subject to it. In essence, it feels that a divide exists between the expected possibility of soloing in a ARPG-type game, and this game clearly being built around the usual MMORPG trait of forcing players to interact and play sociably. One thing I tried to stress in the original post: I don't think this is a particularly bad idea. Personal tastes aside (I'm a definite introvert and keep to myself as much as possible), the basic idea of having an obligatory social setting for what is originally a single-player experience is interesting and could do well, given the right design. The problem is that this "feature" of an MMO-like progression scheme is not put forth clearly and must be stumbled upon by the user, often after having spent a rather large amount of time and effort on the game. The social aspects of the game are sub-par at best (trading, chat system, PvP, loot system, etc.), yet they are forced upon the user constantly... and this is where the frustration kicks in. Get at me in game @Jyyn
Do you like feedback? http://www.pathofexile.com/forum/view-thread/355307/page/1 |
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Excellent feedback, well written and well worth the time reading.
I agree with you fully, just a few thoughts on a couple of points that sprung to mind. An ID All button could be a problem with various recipes that require unidentified items. "Plus the chaos and regal recipes for unidentified full sets of gear. I like the idea of either a bindable key for id scrolls (as in hold the key down and click each item to ID) or the right click to id option, still using a scroll each time of course. Microtransactions, cannot agree with you more here. Once bought a weapon glow on offer only to find that I had already got it on a weapon buried in my stash, or trying to remember what char has what effect if I want to use in on another one. About the picking up items sticking to your cursor when the inventory is full. I can this possibly causing confusion at times. for example I find it's not unusual (esp on my melee) to accidentally pick up items during a fight and if my inv is full then they just drop to the ground at the moment without distracting me, but the thought of suddenly having a chest piece or 2 handed weapon stuck to my cursor in the middle of battle, could get a bit confusing. This happened to me some time ago whilst about to run from a mob I hit all the wrong keys and opened my inv and grabbed my chest piece instead of running and ended up with a message asking me if I really wanted to drop it and by the time I had worked out what I had done I was dead. If you play a shadow you do seem to get pants ;-) Edit... One minor apparent inconsistency about the UI that has always bugged me is the way that you can access almost every menu etc with just a mouse apart from the exit/logout menu, but after using the keyboard to get the menu up, there is no way to navigate it with the keyboard. Just seems a weird way of doing it. Last edited by Jaknet#1426 on May 3, 2013, 7:16:38 PM
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Very detailed analysis of various aspects of PoE. Throwing out suggestions time to time while approaching every category unbiasedly.
Hopefully your efforts are not in vain. Regardless, I agree with a lot(if not all) of your points. Keep it up. +1 |
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" True, and I definitely wouldn't advocate this solution for this game. It may work in other games where the pace of gameplay demands it, but here it would be out of line with the setting, and wouldn't make much sense for those particular recipes. " You're right, it might make accidentally picking up items a bit offputting, and require some getting used to. There still needs to be much clearer feedback from the game when you're attempting to pick something up with a full inventory. As it stands, other than the character occasionally saying "I need more space", the item falling straight back down and being immediately available for everyone else to pick up is yet another bit of frustrating user-experience. " The most fabulous of leg protection! I do have alternate characters though :D Get at me in game @Jyyn Do you like feedback? http://www.pathofexile.com/forum/view-thread/355307/page/1 Last edited by Phoobrak#3429 on May 4, 2013, 2:19:52 PM
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This is an amazingly well put together thread.
As for monster health bars, I'd like it if some kind of in-world representation of monster health were possible. Seeing battle damage on enemies, be it from an overlaying texture or animation changes, would definitely make enemies seem less like damage tanks and more like creatures. The "on low life" parameter should probably be universal, so say that once an enemy has reached low life, they start having less light on them and get a similarly blurry red overlay on their model. OP, your comments about the animations hit hardest, I've tried introducing a lot of people but they often turn it down saying it's clunky, robotic or slow. The difference between the speed of flicker strike or shield charge and regular movement makes these supposed skills seem like they should be considered spells considering. A bit surprised you didn't bring up how dangerous it is to have buffs in the top left, while debuffs are lumped in, making stuff like viper strike seem like a benefit to a user until they realise their life is draining. Unless I accidently scrolled past that part of the post... One more thing I would like was if certain effects weren't just for show. Like the floating gems and statues you get around you when using certain flasks, it'd be nice if the rotation of those effects was based off of the duration instead of just circling around and around. So say I have a 1 second duration effect, the gem could start at my characters head then quickly float around the character until it gets to my head again, over the course of 1 second. A 6 second effect would have it go much slower and still only make one rotation. So you'd end up with a noticable kinetic indicator of how much time your buff has left, rather than it being on/off. The current buff display with a small countdown and no visual sign that a buff is nearing its end doesn't help. IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui Last edited by Wooser69#4318 on May 4, 2013, 2:35:21 PM
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