State of Early Access Update

"
damir21#1543 wrote:
and you still refuse to give us 6 portals and No death exp penalty .

fine . sure i will come back for 0.2 , play two weeks and leave , like everyone else .


😆 lol at you, "like" everyone else
"
That list for quality of life is laughable....

I've been taking notes whenever I played and here is al list of some helpful QUALITY OF LIFE improvements. Take some as suggestions if you don't agree ...
"

Inventory Management

- Add a "sort" button for inventory and stash tabs, or at least an "optimize space" button to maximize free space - currently, it takes a lot of time to move items around or to add a new item between already sorted ones (you have to subsequently move all of them to make room).

- ⚠️⚠️ Ctrl + click quick move direction -- add modifier (keyboard key or toggle button) to allow horizontal stacking for items. AND -- starting point - start stack from chosen position (middle-click a square or something to start stacking items from there).

- Option to quick move all items to associated affinity stash tab - add in the main stash panel to enable quick move for all consumables/currency to their affinity set stash tabs.

- Make trial tokens Djinn and Ultimatum a currency or something and add affinities on premium stash tabs or somewhere.

- Also do that with season currencies or progression mats like breach splinters and the like.


Stash

- In special stash tabs (essences, currency, unique collection, delirium, etc.), show tooltip with the greyed-out name of the missing item in that empty slot, so players see what they're missing.

- Transform the essences premium tab into "Crafting consumables tab" - add affinities for omens, runes, cores, and breach fragments to that tab.

- Search results tab highlighting in the vertical list - add a border visual indicator for tabs containing searched items (current behavior is that you have to move through each tab to see if there are results in it).

- Guild Stash - fix the bug where items become stuck sometimes and can't be moved for a while.

- Guild Stash - add a small side note option to guild stash tabs if several players work in them (e.g., "Leveling gear here").

- Add a feature to mark items as favorite/locked - changing color hue maybe for visuals or a small color tag.

- Add a lock item option to the main stash.


Endgame

- Add search function with a dropdown list for results - click the result to jump to the node.

- Add revive option for party members in maps - add XP or loot penalty instead of preventing entry.

- If the map owner dies and a party member completes the map on his atlas, mark it as completed.

- Do something with failed maps and 1 attempt only - don't have us rerun maps with no bonuses, it's frustrating. At least rebuff them after a while.

- Fix paths between towers that have us going around 5-6 nodes instead of making the obvious route available (this is a pattern of dark design).

- Adjust rare spawn positions at the end to avoid walking all the way back through an empty dungeon only to find a rare mob.

- Improve overlay map contrast on several waypoints to reduce eye strain.

- Make breach loot drop at the end to avoid walking back to pick up scattered loot.

- Show mechanics available in the current map while inside (for example, in the map modifiers panel show Boss/Breach/Expedition/Irradiated).


Item Tooltips

- Show modifier maximum tier when holding Alt and hovering over the current modifier tier (T7/9).

- Improve contrast of information while holding Alt (don't show it like it's a secret).

- Show item level in the bottom left tooltip when they're on the ground/before picking them up.

- Vaal orb - changed text color for modifiers altered by Vaal orb (slightly lighter color or something, or a popover on corrupted to see what's been altered). I often find myself screenshotting items to see what's changed.


Current Equipment

- Add an info panel with total stats summary from all equipped gear.

- Show modifier values if they get bonuses from other effects like unique items, key passives in the tree, or effects (e.g., when using Ingenuity belt, show the total new values it improves).


Stats Panels

- Provide information for ailments' chance to affect and how it's affected by chance to inflict ailments somewhere on spells info panel or character panel (e.g., I can't find my base chance to shock or chill anywhere, yet I have full nodes with increased chance to shock in the passive tree).


Skills Panel

- Lock the second tab in the skill details panel when interacting/switching gems. It always jumps to the first tab, making it very hard to track changes in that tab.

- Details panel - highlight effects that come from the passive tree or from another support gem - text hierarchy or some other visual feedback.

- Support gems - make the panel available without needing to go into the gem stash (see panel -> choose skill/gem -> engrave and consume one uncut gem from the inventory if available).

- Provide an easier way to hot-swap between skill gems and support gems (holding the modifier key ctrl hot swaps a skill and keeps the support gems if possible).


Passive Tree

- Ability to zoom out the skill tree a bit more for better overview.
Add a way to reset all points in the passive tree.

- Panel showing a list of total stats from all active nodes (similar to poe.ninja's passive skill tree).

- On mouseover node - holding alt to show affected skills' values - show the total gain/loss for a node's value (e.g., X - 1000-1100 damage (+100)).

- Fix the provided information to be negative if the node is activated and positive if it is inactive but available to pick.

- Add a search results list below the search bar to show all available results/nodes and jump to them on click (no only slightly flash search results, makes it hard to see and look for).


Social

- ⚠️⚠️ Add invisible mode to hide from other players.

- Add the ability to see a friend's atlas from the map device in their hideout if they allow you.

- Inspect character/help friend - ability to inspect a friend, see their equipment and/or passive skill tree - make this available through a setting something like "Who can inspect you - public/private/friends only."
-- real case scenario: I play with a friend for 1.5 months and I don't have a clue what he's wearing or changing if I don't ask him daily....


Crafting

- Add more crafting tools for better control over the outcome, make possibilities more transparent. Last Epoch's crafting was so much fun and interesting, you said you paid close attention to it.

- Make crafting materials easily available, not accessible through top-tier content and rare/not available for certain groups to monopolize consumables.

- Changing an existing modifier on an item should only be slightly harder than adding it, not random.


Trading / Itemization

- Make currency exchange rates fixed on a daily imposed rate based on real-time drops, demand, and offer.

- Add a public stash tab where other players can see your tradeable items and buy them directly as from a vendor. (similar to the currency exchange vendor - that's your auction house)


Other

- Camera height - ability to zoom out the camera a bit more for better overview of what to expect from fights, not get jumped from off-screen.

- If there is no combat log or a wish to implement one, add a message to local chat with death information about the killing blow - "You died from taking X damage from <ability/hit> of <enemy>" OR "Your Omen of Resurgence was consumed by ...".

- Make buffs pinnable on the spell bar for easy toggling - many builds have a lot of empty space there and would help lots of unused skill slots in the bar for many builds, why not fill them with something?

- Add an option to show/hide enemy (and party members) health values (numbers or percentage).


World Map

- Add info panel with campaign permanent bonuses/skill points - or at least warn at the end of an act or the whole campaign ("Hey, you still have unclaimed bonuses in the open world" OR "You missed <bonus> given by X in <location>").

- View/change act 2 and 3 permanent buffs (sigils, venom stuff) in the same place, maybe even in the hideout.

- Add option to toggle players' names always visible over the health bar - will allow players to distinguish easier between NPCs, mobs, and other players/their co-op, both in town and in dungeons (similar to how vendor names are displayed).

- Add option to show allies' mana in left-side party members UI and below the overhead health bar.

- Add side screen waypoint indicator with party member positions (similar to the player position indicator in the endgame atlas). - helps sticking together in maps without constantly having to open map to check for position (sometimes even needing to scroll it)

- Show name and abilities of rare and magic mobs even after they die - help players make better decisions to avoid one-shots and keep them from wondering "WTF WAS THAT?"

- Ailments visual feedback - show a small indicator on top of each affected mob. Currently, it's hard/impossible to see them under the enemy NPC health bar on top - they are not hover-enabled and hard to focus on the top health bar when the focus should be on combat.

- Show short buffs/effects on top of the character's head - hard to focus on the top left and leads to better decisions.

- Add option to move top buffs/enemy health and buff bars on the bottom center or somewhere that's easier to focus on while fighting.

- Add co-op DPS meter or kill count or something to make it more fun and/or competitive.


Crafting

- Add more crafting tools for better control over the outcome and make possibilities more transparent.
- Make crafting materials more accessible, not just through top-tier content and rare drops.
- Changing an existing modifier on an item should only be slightly harder than adding it, not random.


Trading/Itemization

- Set fixed daily currency exchange rates based on real-time drops
- Stop bots and RMT by controlling the market or imposing some limits... I saw an offer in the currency exchange vendor panel that had tens of thousands of mirrors in stock.... .


Although I know there's no chance in hell someone from development to actually reads this list, the least I can do is share it. I will soon create a new post for it the in Game Feedback ...
Remember, some of them are just ideas and suggestions of what I think would improve the experience ...


good stuff
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1: Communication worse than indie devs -
2: game have identity issuess. it's poe 2 only in 3acts. Game was promoted as meaningfull and now we have more automation than in poe 1.
3: bad updates, no big balance changes
4: you are adding clear stuff that should be from beggining... like blizzard for diablo 4 at fake release

GGG goin blizzard mode.
Last edited by saashaa#5518 on Feb 7, 2025, 2:57:02 AM
The recent posts have been nothing but fluff.
Please write something useful/hopeful instead of this word jumbo.
Fixes, patch notes, hot takes, something that make you see what we
feedback to you on the forums to make us heard.

River Hag rework
Map/waystone stash tab (I mean holy fk)
Atlas
Forced boss mechanics or change phases immortality whatever.
Immediatly counters all the oneshot builds, they wipe if they have to do one mechanic.

etc

Core game stuff

Then build fixes/tweaks

THEN beauty fixes and or adding new shit.
Melting Snowflakes Since 1987
You say "Fixing Crashes and Performance Issues" and then proceed to talk about crashes exclusively. And sure crashes are the worst, but what about performance issues? The game is so hungry for processing power it's crazy. And I don't even understand where it goes sometimes (it's like you're mining bitcoins on our machines). Some maps seems to be ok, while others are absolutely unplayable. Even when nothing is happening on the screen FPS goes to shit, and when action starts it turns into slide show. Have you even tested your game on juicy maps?..
We should have this instead of checkpoints: https://www.pathofexile.com/forum/view-thread/3677132
Last edited by Flying_Mage#3858 on Feb 7, 2025, 3:04:53 AM
Offline trading option ASAP.
Any kind of Auction House locking price and offer to curb on the rampant scams.
Account locking of items after they were equipped would be a requirement too.
"
Vitanous#8711 wrote:
I think another major issue is no waypoint stash


And there will never be one. Sorry.
Last edited by Waiden#9514 on Feb 7, 2025, 3:05:06 AM
"
We initially thought that there would be more tolerance for this kind of thing during Early Access, but we were incorrect! We will save changes like this for larger balance updates.


Please do not go the Diablo 4 route. Everyone will be pissed their build is being gutted. Those affected will never think positive about it, but clearly broken or unintended interactions should never be kept in the game when they are this strong. Looking at the interaction of Heralds right now, or how every good build has HOWA, both clear sings the are not in a good state.

You are right this IS EA, the best place to nuke whatever is not right. Surely you as the DEVS do not want people to quit and not come back to get as much data as possible. But what about all the things not found by players, because they play the already found thing over and over again. This is missed potential as well.
"
saashaa#5518 wrote:
1: Communication worse than indie devs -
2: game have identity issuess. it's poe 2 only in 3acts. Game was promoted as meaningfull and now we have more automation than in poe 1.
3: bad updates, no big balance changes
4: you are adding clear stuff that should be from beggining... like blizzard for diablo 4 at fake release

GGG goin blizzard mode.


yeah man lets compare a 30€ early access launch to a 70€ full launch. are u people even serious at this point?
We need more linear maps for farming XP. Maps are TO big, or labyrinth style. Bring more Ledge style maps.

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