The Amazing List of Ideas [Updated 03/07/2014]

The ability to refuse auras from your party members (so my EA EE templar can switch of anger aura)
bump - devs is any of this in the works?

Please let me know!
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IGN Valeeras
Very nice ideas!
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ScrotieMcB wrote:
  • Ability to limit # of players that join your party. You mean party leader gets a confirm/deny dialog box? Then yes, +1
  • Ability to filter who can join party by lvl. Should just display the attempted join's level in the dialog box, so -1

A dialog box popping up every single time someone tries to join you would be annoying as heck. You should be able to simply specify the maximum number of players & level range of players that can join you when you are creating a public party.

Anyone that doesn't meet the criteria will simply get an error upon trying to join.

An exception to this system would be in place for Friends where if a Friend tried to join you and didn't meet the criteria THEN it would show a popup dialog box or a question in chat that you answer by typing /yes or /no (since that would be least obfuscating/distracting during mid-combat but also hardest to respond to under the same circumstances).

Only your own actions should be able to result in a popup. Allowing others to generate a popup on your screen is a bad idea >See existing complaints about chat obfuscating their view and wanting to be able to resize it and similar complaints etc.

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ScrotieMcB wrote:
  • Typing slash (/itemlevel) commands won't remove you from party chat, etc. If your previous suggestions are adopted, there would be no reason for the /itemlevel command to even exist anymore; it would simply be displayed. -1

I already covered this in another thread, an extension to this idea is that it would be useful for all / prefixed commands to not move you to local chat until after you've hit enter (while your message starts with a /) to send the command. This way accidentally hitting / won't change your chat channel.

Extend this idea to cover all command prefixes like #, $ and % if you like.

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ScrotieMcB wrote:
  • As far as I know, there is no sound effect for picking up or dropping a flask. I think there is, but now I'm not so sure.

There used to be, but from the sounds of it it got disabled (GGG guy handling sounds doesn't seem to have been aware of it until it was pointed out fairly recently). Supposedly disabled because it was buggy somehow for Flask items.

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Neosoph wrote:
Ability to see player names on player navigation map (I bolded this because it's probably my biggest frustration with POE).

An alternative idea would be to give each player a uniquely coloured marker on the map and have that colour appear next to their name (Or have their name appear in that colour). I mean, you know how it already shows everyone in the party in the top left? have it show the colour for each player there and use the same colours to indicate them on the map. There is no reason to obfuscate portions of the map with name tags.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD
Last edited by Nicholas_Steel#0509 on Sep 3, 2013, 2:35:58 PM
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Neosoph wrote:
Mercenary followers. You could further increase POE's itemization and storyline complexity by having little followers that talk to you and fight. They don't have to be human followers. In fact, you could add an entire "mercenary appearance" section in microtransactions.

No to followers, hard to balance without making them over powered or under powered. They're poorly imlemented in D3 and... just no, I simply don't like the idea regardless of implementation (Yeah I know they're alright in D2 and other games, but still no). If you want followers make a public party and enabled instanced loot.

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Neosoph wrote:
Permanent ping on your navigation map when uniques and maps drop (until they are picked up).

Very no, the game should not baby sit you. use your eyes and pay attention.

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Neosoph wrote:
Gauge that shows the % of map completed (can base this on total number of monsters remaining or % of map explored). The /remaining feature doesn't help much if there are more than 20 monsters.

I'd rather the map be full revealed when you've already explored 98% of it instead of a exploration completion indicator. An alternative idea would perhaps involve revealing the whole map once all enemies are dead.

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Neosoph wrote:
The name of the party gets cut off; I can't see the rest of the information people put in party names. Ability to scroll to the right would be nice.

Have it so mousing over a party shows a tooltip containing the whole name.

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Neosoph wrote:
Ability to see passive refund effects on your character before spending the refund point. Vice versa with spending a passive point.

There needs to be some limitation imposed to prevent players from simply never committing the changes, ever. Perhaps you can do this for up to 5 (Or 3) skill points then you must commit (or undo) them before you can spend another 5 (Or 3)?

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Neosoph wrote:
Ability to select a certain amount from a stack in the trade window.

Just split your currency before trading?

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Neosoph wrote:
When shards stack into an orb, make that orb stack into other orbs rather than creating a new single orb (space saver).

I'd rather it place the completed Orb either in the same place the shards occupied or adjacent to it (Next to it). Having it automatically stack can make it easy to lose track of what happened.

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Nicholas_Steel wrote:
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Neosoph wrote:
Ability to see player names on player navigation map (I bolded this because it's probably my biggest frustration with POE).

An alternative idea would be to give each player a uniquely coloured marker on the map and have that colour appear next to their name (Or have their name appear in that colour). I mean, you know how it already shows everyone in the party in the top left? have it show the colour for each player there and use the same colours to indicate them on the map. There is no reason to obfuscate portions of the map with name tags.
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Neosoph wrote:
Arrows on the edges of the minimap pointing in the direction of your other party members who are outside of the visible map area. If you join a zone you should be able to find your friends quickly without having to scroll all over the map (Credits to Cremice).

If you make the changes I previously mentioned you can have the colour player markers never vanish from the minimap even when a player walks out of range. The location of the marker will then essentially give a general direction indication. See a players marker at the top-left edge of the mini-map? They're in that general direction! Scroll the large map that way to find 'em.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD
Last edited by Nicholas_Steel#0509 on Sep 3, 2013, 2:35:34 PM
(1) Improve skills for both map, act 1, act 2 and act 3 bosses so they become more badass at cruel/merciless. That done will sure give more challenge for players who play on cruel and more opportunities for weird bosses at merciless (chaos inoculation, eldrich battery, blood magic and such bosses with rare/strange modifiers).

(2) Add more bosses so every map have at least 1 unique boss.
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