-Please remove the 'F1' hardcoded FPS,etc graphs so that we can use this key for our own without having to deal with screen clutter.
-Stop resetting the dungeon maps, unless it's a new game session. (Going back into a dungeon I've already explored, and being lost, is going to be a game killer for me personally. Not interested in this seeming attempt to pad the game.)
I'm not sure if this has been brought up before or not. But so far I haven't seen this been mentioned. Please implement a way to link item from chat message. Current we can only link item from inventory, and when someone is selling something, you have to manually retype the item name to tell him what you are interested. If someone offer 20 items in one single message and you interested in getting 3 out of the list, by the time you finish typing the first name, the message may already have lost.
Pants are for nephalem, we are exiles, we do not need pants.
~~~~~
I know it was already mentioned, but to show, how important it is - add a clan system. Increase its priority, pretty please. We have a clan, we use teamspeak, but when you have everyone in friends list PMing you and people start all talking, it is a mess. We help every new czech player to understand systems of this game, make a proper build, we give them gear, but an organized chat, clan list and a way for clan leader and assistants to write messages to all players would help us immensely.
Add a 5 or 10 seconds immunity when people are entering a loading screen . ( to avoid being killed during a loading screen ).
To avoid any abuse , immunity is disabled when the character move or use a skill after a loading screen .
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.
Problem with translating the game to players through the game itself isn't something rare, I think the best you could do right now would be to force a tutorial at the beach to teach how ppl see and read quests, attack, switch skills, well, the basic mechanics, once that's done it would help to have at least 1 starter quest with really low difficulty, but that could show all the basic variations of enemies one can encounter through the game, not explicit, but to add a base to the learning curve, I've found myself overwhelmed alot of times when finding new mobs, mobs that would be OP for my lvl and would work completely different from what I had seem so far in the game... Anyway, the rare mobs and similar are a perfect copy of the disatrous patch 1.10 on D2/LoD. The lowest difficulty should not have all those buffs and aura stacks on these mobs, they end up being harder than the real bosses, and sometimes, can be completely immune to your character, the weirdest thing in that regard is that they are very little rewarding, if not at all, you should work on that too...
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.
Problem with translating the game to players through the game itself isn't something rare, I think the best you could do right now would be to force a tutorial at the beach to teach how ppl see and read quests, attack, switch skills, well, the basic mechanics, once that's done it would help to have at least 1 starter quest with really low difficulty, but that could show all the basic variations of enemies one can encounter through the game, not explicit, but to add a base to the learning curve, I've found myself overwhelmed alot of times when finding new mobs, mobs that would be OP for my lvl and would work completely different from what I had seem so far in the game... Anyway, the rare mobs and similar are a perfect copy of the disatrous patch 1.10 on D2/LoD. The lowest difficulty should not have all those buffs and aura stacks on these mobs, they end up being harder than the real bosses, and sometimes, can be completely immune to your character, the weirdest thing in that regard is that they are very little rewarding, if not at all, you should work on that too...
I think that issue with OP mobs is kinda sorted out. When you hover item over world map it shows approx level of monsters there, giving you general info (and in my opinion all the info) you need for that area. It would be somewhat spoiler-like if you know who is expecting you there with which skills... It would be better if there was bestiary with all this info you need. I mean no dis-respect but I think that info with mobs is already solved...