UI / UX Feedback on Console
Hello! If anyone does read this thank you for your consideration.
The Good: The user experience / on boarding for new players is exceptional in PoE2. I had several friends I tried to get into PoE1 and they all bounced off it and called me crazy. The game in general is very informative and guiding so that it is easy to understand and get into. They are hooked and that says a lot I think as they are not ARPG players traditionally. General UI/UX: 0) The Good pt2: The game is a joy to play on console and the controller support is very good. While performance can struggle and targeting can sometimes get wonky my friends and I have had no complaints or felt like we were missing out on console. 1) Console users need an option for font scaling. Playing on a TV makes it difficult to read a lot of the text. It took me almost 90 hours before I realized I could see the Tier of modifiers because it's almost invisible! I know font scaling within fixed areas is a nightmare but it would go a long way to playability on consoles. 2) As visibility is so important in seeing telegraphed attacks and areas of damage there needs to be a way to turn down the opacity on player and party member skill effects, ideally separately. It would be ideal if this was "smart" and kept visibility for effects needed for combos and heavily reduced visual fluff. I love how pretty the game is but there are so many situations where we've had deaths because it's impossible to see what the enemy is doing. 3) An option on AOE / Targeted skills for "Cast on Player" would be very helpful on console as directly targeting enemies and areas can be difficult. 4) UI option for visually highlighting co-op players so they stand out better. Due to lack of pass through / body blocking in co-op it would be helpful to have other players stand out more. Even without on screen effects it is sometimes hard to see them. 5) Options to disable auto play on the opening cinematic and skill videos. The opening cinematic is beautiful and the skill videos are extremely helpful. But on your 3rd or 4th character skipping or turning them off is just friction. 6) The click through context system for keywords is brilliantly implemented but some mechanics are not exposed well in the UI for decision making. Things like Stun Threshold and Ailment Threshold don't show up on our character screen. There are also general bits of information not presenting, such as, What is my current benefit from Arcane Surge based on my modifiers? What is my total shock chance on this skill? It would help to see more of the stats on the character / skill when someone looks for advanced information. 7) This is more advanced but it would be helpful to have, in game, more information about the damage formula and where something slots into that formula. It can, like other options, be hidden behind "Advanced Info" so it doesn't overwhelm new players or detract from the more casual play style but having to look things up outside the game is a bad experience. Support Gems: 1) The limited number of support gems by stats is effectively a non feature beyond the first few levels. There are so many easy ways to get stats and the stat highway is a great feature for that as well. At no point have I had to engage with it so it feels weird. 2) Related is that I struggle with some skills to find a support gem that feel truly worthwhile and haven't really needed to upgrade my slots. Part of this is, I think, the fact you can only have one of each gem in your build and the gems themselves don't really improve. 3) A potential intersection there would be the option to use multiple copies of the same gem at an increasing support slot cost. It might require 1 slot the first time you use it, 3 the next time, 7 the following, etc. Gemling Legionnaire can just get 1 free copy before the scaling starts in their ascendancy and thus still have value. This would give you more reason to boost stats to equip support gems and give you more reason to have more slots. 4) Alternatively some option of juicing a support gem's level and that costs more support slots. Maybe through an endgame activity. But getting like Scattershot level 2 that fires an extra projectile but costs 5 support slots instead of 1 would require engaging with the support slot limits and give you another thing to chase for builds. 4) Highly personal but currently they feel too basic / utilitarian so they are something you engage with once and never think about again, and there isn't the same level of interesting interactions right now. Random: 1) Stash tabs for Runes/Souls and Map Items seem like a no brainer. Don't understand the potion stash tab given how limited potions are in PoE 2 vs PoE 1. 2) I know limited inventory is a hallmark of ARPGs and the friction of deciding what to bring back to town in your single map run is an intentional mechanic. However, every time I have to open my inventory to move a currency one tile to the right so I can loot something a part of me dies. 3) I love the current implementation of the Trials and find them engaging and interesting and different enough to be worthwhile. Sekhema honor damage being tied to the player who took the damage would make that far better for co-op. That's the only friction point with Sekhema I have. Chaos needs a stash at the loot area please. Getting a bunch of items you just can't have feels bad. Final Thought: The game is legitimately amazing. It doesn't feel like an early access aside from knowing that there is missing content. I think the fact that most of my feedback is just UI/UX related really speaks to that. The game is fun and I enjoy it while I'm playing there's just little sharp edges that would make it smoother. Last edited by mokatahli#9372 on Jan 3, 2025, 1:42:49 PM Last bumped on Jan 3, 2025, 2:40:44 PM
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Console players are playing to 99% on a OLED TV.
We need movable UI elements (mana/health/skill bar) to avoid burn in. Let us move it to any side of the tv. Big thanks. one more: Game is telling me which gems i have equiped and prohibit me from ussing 2 of the same...that nice but: Why is the game not showing which gems i have already in my possession when i cant slot more then 1. i had many useless copys from them...making no sense....prohibit to make more then one gem of each sort...so i dont have every time to look at my stash which of them i already have. Last edited by GedankeKlee13#8319 on Jan 3, 2025, 2:51:45 PM
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