Let it Flow - About PoE's User Experience

I really enjoyed reading this actually, a lot of things mentioned in this post I have noticed, but could never quite grasp it and understand what was missing, regarding the solo/multiplayer, It has always bugged me as to why when soloing you gain less xp, and worse items, but when partying you gain more xp and better items ? I feel that it should be when soloing you gain better xp and better items, maybe amp up the difficulty a little bit, and when partying you gain less xp and worse items, as I feel I am inclined to party with people to stand a chance within the hardcore ladders, which really bugs me because I believe the solo aspect is more important rather than the multiplayer one, no doubt a lot of people disagree with me on this but thought i'd share my thoughts, thank you for the post yet again :)
Bump for a great thread.
Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434
Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507
Nearly 8 months later, it's interesting to see how many of these points I can scratch off the list. I can pretty much count them on one hand...
Get at me in game @Jyyn

Do you like feedback? http://www.pathofexile.com/forum/view-thread/355307/page/1
It's really sad GGG forgot about this thread... Forgot improving the game (instead of adding useless stuff). Sad :S
http://slysherz.blogspot.com
Liked
Interesting feedback. One thing i would like add to the de/buff discussion is that it indeed forces you to look away from the game fov, away from the action to see if you are shocked or have a bleed on you. I play Nemesis and these two are my main concern, if i miss either of them i might die two seconds later. There are animations that show if you have a status ailment, and for bleed there even is a sound, which is great, but when doing maps in a group it's hard to notice.

Perhaps the following optional visuals as screen overlays (note: this is my artistic expression of them i don't have 10 years of experience in the field like OP):

Spoiler


1. i'm low on health, red tunnel vision (currently implemented)
2. i'm shocked
3. i'm on fire
4. i'm bleeding
5. i'm poisoned
6. i'm frozen or chilled

Unreal feedback mate
The chance to Vaal +1% maximum resists on an amulet is less than 1/300.
This wall of text grazed Dominus' foot... And one shot him

Just joking, awesome post, even more insightful and well written than scrotuMcB
ㅋㅋㅋㅋㅋㅋ
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Phoobrak wrote:
Nearly 8 months later, it's interesting to see how many of these points I can scratch off the list. I can pretty much count them on one hand...


I thought this was posted today.....then I checked the date. I'm not sure if GGG has staff with large scale project management experience, because this game is a pretty large project now, but it seems that their idea of improving the game is solely in the addition of new content.

You know, keep it fresh, players like new content, keep the micro transactions flowing, keep the business healthy etc. but really, they need to stop and do some serious analysis of their current product. The release schedule for content that they are trying to keep seems unrealistic and it shows in all the follow-up patching.

There are languishing skills and supports in this game like sweep, cold snap, arctic breath etc. that could do with some serious re-design, but instead, they add new skills and push existing content to the back burner.

Happy one year anniversary, thread! Interesting how little of these issues were touched upon in the last year, isn't it?

Here's what bothers me the most, off the top of my head:

• People can still stalk you just by adding your name to their list, against your will.
Trading system is archaic at best for something so necessary to the game.
Endgame consists only of a handful of maps to be repeated ad nauseum.
• There is no way to inspect someone else's gear without them linking items one by one.
• Items with microtransactions are not clearly marked and can be misplaced easily.
• Elemental status effects are not clearly advertised.
• Aura effects are not in line with other spell effects, quality wise.
Group play is heavily favored compared to soloing.
Itemlevel is not shown on item tooltip, but requires amazingly complex interaction.
• Cannot split stacks while Trade window is opened.
• Cannot move items in inventory while Merchant window is opened.

Looking back through the posts, I touched on a wide variety of little sticking points to the game's overall flow, but these are the ones that make me go "ugh...".

It's been a whole year, guys!
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 Apr 25, 2014, 1:17:49 PM

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