Common Suggestions and Feedback (with Dev Responses)

it would be nice to have an active skill like a golem/demon/beast or something. A pet that does either lots of dmg or has a lot of life and a slow, or some other effekts. Like the Golem in D2.
DEVS PLEASE READ THIS: Game is amazing. (Make these changes for credits or for free)

1. Character screen can and must be revamped!

Look at diablo2 character selecion. Oh my good! There is warmth fire, colorful enough characters, with nice outfits already on characters! Great 2D is better than ugly 3D

Path of Exile character screen selection is - bland characters, boring, plain, colorless, themed(its logical that they are in ship.. of course!)

2. More summoning choices..

Zombies and skeletons are dull and ugly! Stone statues are amazing choice. I wish there would be golems from diablo 2 or something else.

3. The game ui is fantastic already! Thanks.

4. Character stances - thanks, they are much better now!

6. Town revamping reward!

The shore camp is so ugly, cramped small box!
An idea - after beating 1 act boss "main character loots gold" and npc rebuilds shore camp into fancy place!! Makes it bigger and more expensive.And make less rain and more sun after beating 1 act boss. With more green flora!
Same can be done with 2nd city - after beating main boss - town npc just adds some amazing details to city!
I dislike rarity so much im almost quitting poe2. GGG.
"
Rhys wrote:
"
PrincessPeach wrote:
I don't have a question. I have a design assessment.

Path of Exile has poor game feel and is missing key points of conveyance.

Thank you for the comprehensive feedback. We appreciate the time and effort that went into this.

You have justly identified two very important areas that we are keen to improve: the "feel" of the combat, and player conveyance (esp. early on).

The disruption of smooth combat is primarily down to the latency between client and server. Which gateway (US, EU, SG) are you are using and which country you are playing from? If you press F1 while in-game, what does it display as your latency?

The lag is certainly worse for some people than others. Certain skills are also more prone to desync.

Some games require the player to wait for a reply from the server before allowing any action, but this delay can make the game feel unresponsive. It does help greatly with keeping the client and server in sync, though. We have chosen the route of allowing the player to begin performing actions the instant that they click the mouse (or press the key), and the client and server do their best to make sense of it all.

It's a tough problem to solve.

We are well aware that the game is lacking in the tutorial department. We know that simply creating screen text to explain all the complex systems is a poor idea, but we're not sure what a good method of "conveying" all the knowledge we expect players to pick up. If you have any suggestions in this regard, we are keen to hear!

I'm sorry you aren't enjoying the game very much. How far have you gotten? The combat picks up a lot as you level and gain more skills. A large part of our design philosophy is "to create the game we want to play". Our desires and goals don't always coincide with everyone else's, but we are always looking for ways to improve. We also value feedback from our players and fans. We do listen (even if we don't have time to reply to everything).

Thanks again for your feedback.


Reply for Rhys.

Spoiler
I play on the Americas server, and I am in North America, Texas specifically. I noticed it more in the introduction area, and it only rarely happened outside of that area. Didn't think I needed to bring up the "Invincible enemies on the ground that start with collision on" factor, but it may have played some role in that area.

The tutorial aspect is best summed up as teaching the player what they need to know, as they progress. During the first scene, and the first zombie, you pick up a weapon that automatically equips itself. And the zombie drops a gem. The importance of that gem can be delivered as simply as having the player character say one line of text, once. "I have found a skill gem." Tell the player what they need to know, as they progress. Teach the player through play.

Melee combat with your level and art design is difficult due to the inability to precisely locate where I am in the mess of a group of enemies, and a pillar or tree that's covering up a portion of the field of play. And as I said, the lack of feedback during combat doesn't tell me if I'm doing anything to my enemies and conversely, if they're doing anything to me. Not sure if I was clear about that before.

Getting close to the Constructive Criticism/Criticism line.

And a note to the design direction you took; game you'd want to play. This leads to your learned biases affecting people who have not had any experience with your mechanics, or mechanics similar. You're alienating a portion of your audience because YOU want something. The idea of good game design isn't "What do I like", the idea is "How do I communicate this experience to as many people as possible?" The game feel is nearly wholly absent for new players. No one should ever ask themselves "How do I play" during play. They should never have to experiment with the UI to find information that should be 100% clear.

Put simply, you've spent too much time with the game. Not taking too long to make it, I mean that you've worked so intensely and intimately with the mechanics, that you have failed to deliver information to their employ. Initially, I didn't know skills were stat dependent until I saw the perk tree. Red for strength, blue for intelligence, green for dexterity. This was a smart way to show the player "Hey, these rely on this." I cannot believe that was by accident, so I'm rather disappointed that the same level of cunning and guile was not used to teach the player that the gems were skills, the reveal of the trade system or even the basics of combat. Learned biases are the only thing that kept me from dying right out of the box. That should never happen. Individual LB's are not always going to be the same.

The longer you wait to make changes in your development cycle, the more it costs in both maintenance and time.


I hope this information is useful.
Really enjoying the game so far! Really reminds me of the game style that made me fall in love with Diablo!

One suggestion:
Instead of manually clicking to level up gems - I'd like it if they auto-leveled and displayed what the upgrade to gem level is on-screen. I.e. + 5% to damage, + 2% to health. etc
I don't know, is it suggested somehwere or not. The target is the passive skill tree change on game patch.

If passive skill tree changes by patch, it will be great to offer full respec to players for free.
Notes as I play.
The plot isn't

Where do I go?

Sums it up pretty good. I'm playing with a friend right now, and he's further along in the story than I am. I asked him simply "What is the plot?" And he basically said the dis-junction I'm feeling from the story, is present throughout. I'm constantly asking myself "What am I playing this for?" and I have no answer. The story; if it's there, has not told me it's there. I am on this island for some crime or whatnot. Why is this island a thing? Who put me here, and is there a shot at freedom from this island? What am I doing, and why?

What drives me other than survival? What do I need to do to help these survivors, and why am I doing so?


My fireball explodes. I didn't hurt anyone.

Yes, I'm on about that again. Especially since I was attacking a "boss" creature and I was taking slow and constant damage--That I had not noticed until I was done killing it. I had lost over half of my health. That information can definitely be delivered to me better. As in, delivering it at all. If I'm taking damage, I need to know about it especially since it was HP damage, and not my shield. If I'm focusing on a different half of the screen, and my health starts dropping, I won't know until it's too late.


My gem slots don't match my gear.

On the gear that's intelligence based, I'm rarely finding the right colour slots for my gems. I've had to pass up obviously superior weapons just to keep one spell that I use. I shouldn't have to stick with a starting weapon just to make sure I can have a skill I need. Having the required stats to get better gear often puts me in a position to where I have to choose over it, or the ability to fight in some cases. Gear that requires a specific class's main stat should favour that colour of sockets.


I can't move without a default attack bound?

This may seem small, or probably unintentional, but if I bind anything other than the basic attack, or the move command, I actually cannot move. I think that is silly if it's intentional.


I hate the *&%!(%# map.

I cannot tell what is what with the minimap. Your grim and bleak art mesh with the diablo 2 style minimap. I cannot tell what is a wall or a pathway when rooms are close together. I can see how this was overlooked, constant fixation on getting it done. I'm just tired of getting lost in new instances because I can't read the map.


Who is 'Piety of Theopolis?'

Seriously. She speaks with purpose, like I am supposed to know who she is.


The NPC's at lionwatch remind me of one thing. 'Shut up, Imoen.'

They speak of the "Eternal Empire." I don't know what that is, and none of them talk about it. If that's something my character knows about, why isn't it delivered to me? I have no idea what I'm supposed to do, the relevance of that on the story, or provide even the most meager of advice to stay alive. These npc's could be the tutorial you're looking for. Sure, a huge exposition dump dulls the senses, but it's an option. And this late in the dev cycle? Might be the only one left, unless you're willing to rework the entire first area.


Mouse over every little thing in the trade menu. Yeah, that's a thing.

Maybe done with good intent, but if you're giving your friend a lot of tiny items, it can be a chore to do. Especially when it's a lot of the item fragments.


Well, that's over.

So, I'm done playing for tonight, and probably for awhile. The game doesn't tell me anything about it through play, narrative or mechanic. It feels generic, unfinished and far behind where I feel it should be for a game in Beta.


Remember, when you make a game, you're competing against every other game ever made, every book, every movie. And if you're making a game just because it's something you'd want to play, remember that you're making something you intend to monetize. Remember that there's an audience that you need to understand and be able to communicate with through your game, and if you're unable to do so effectively, you will deliver a sub-par experience and will not gather the player base needed to sustain your development. Games are art, and they deserve the same attention to detail as any other art. Never lose sight of your goal.
Last edited by PrincessPeach#2054 on Jan 26, 2013, 12:35:02 PM
I would also like to see later on offering a second tab for your inventory as a quest reward later on, not going to the store as often would be really nice to have.
Very awesome game.... Love it so much so far... You really managed to top off Diablo 2 in many regards ...

Now for the mini-rant about Open Beta Summons.

I'm playing a summoner and they are pretty underwhelming and feel inadequate in ACT 3 Normal and above. There's numerous topics about it on the forms, even discussion in the Summoner Compedium about it : http://www.pathofexile.com/forum/view-thread/63871/page/3

Needless to say i'm peeved. That's the build that has been appealing to me and it's sad to see most people are having trouble finishing content, let alone defeat some bosses without leeching off other players.

I understand the need to "Balance" summons so that they are not overpowered, but when you spend all your skill nodes on +Life an +Damage upgrades, you expect your zombies and skeletons not to die every elemental mob they meet.... That's with Minion Dmg and Minion Life nodes attached ! I don't mind using the skeletons as low hp detonation bombs, but at least make my Zombies capable to take quite a few hits (and perhaps heal themselves in the process).

In Closed Beta, Summoners started getting real good in their 30s... In this version, they struggle to their 20s, are like half decent for specific parts of ACT 2 (parts with not much detonating and elemental enemies) , then go back to being one shotted in ACT 3... Really meh... If you could give them proper resists and defense and maybe some life regen so that they heal up between fights... Cause right now i'm always out of mana from having to recast about 7 Zombies between each fight.

Oh and it would be great that when you have max Zombie capacity and recast a new one, the Zombie with the lowest HP gets replaced... Cause right now I believe it's the oldest one that gets revived (could be wrong though).

I understand the assumption that summoners were kinda OP before, but there's a big difference between overpowered, viable and unplayable... And it's bordering on uplayable at times...
Was I Dreaming ? - Harry Mason
please more graphics customization for low-end pc's. i would reallly like to play this game but it lags. this change would realy help lots of people stuck in this situation.
Just to confirm point 6 in the starter post, about gender change. At some point one will be able to play a ranger as both male and female? And Shadow as both female and male and such?

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