Visual Cue seriously needed in this game
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I understand why most people choose to play a really tanky character or a ranged one. My biggest problem in this game is that you have to guess at nearly everything. The fact that I don't know what kind of reflect damage a Rare monster has just before it attacks me or better yet just before I attack it is really frustrating!!!!!!!! The other really nasty thing is is that if you play melee and don't have time or your connect speed is too slow you can't tell which Rare explodes and if you have enough life or armour to sustain such an impact. The lack of visual cues to which monster is Elemental/Physical reflect which monster explodes when killed would be great an all if this game at the late stages didn't take 10% of you experience when you die in Normal...
Why can't Elemental Reflect be blue and Physical Reflect be red or purple? Why aren't certain modes highlighted when you Alc a map namely Blood Magic or Reflect. These things greatly determine if you are going to be successful in a map or not. This game is OK but it still has a long way to go in terms of getting the casual user into to playing it.. And don't get me started on why we don't have a tutorial on how to play the game IN THE GAME. Or the fact that you have to rely on the community to learn where to get or how to obtain certain things such as VENDOR RECIPES which I only learn of this year... AND I've been playing the game for 3yrs... !!!!!!!! This thread has been automatically archived. Replies are disabled.
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Both reflects have unique visual effects. And if you mouse over an enemy it shows everything about it. If every little thing about it had a visual effect the screen would be supper cluttered.
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It already is super cluttered. But that is not because helpful things are displayed, but because there is just too much crap displayed. Even most skills have insanely overdone graphics.
And why the reflect auras cannot have different colors is absolutely beyond me. Seems like a no-brainer. Remove Horticrafting station storage limit.
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visual cues based on colour are a no go...what with colour blind people, and tbh i've found them to be prety obvious.
Map mods being highlighted is pointless though particularly if you can't/don't read what you have rolled before using it. Tutorials i feel are not needed, for the most part anyway...it's pretty common sense stuff and common in most rpg's Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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" There was a discussion on reddit -> ( https://www.reddit.com/r/pathofexile/comments/3smdye/discussion_with_the_content_update_coming_up_what/ ) and Chris said the following: " ... yeah. Tutorial or some introduction isn't necessary... YOU sir, have the insight :> Have a problem with something I said? PM goetzjam don't derail a thread.
'There's plenty that needs to change. And back in my day we had real game devs.' - TheAnuhart Last edited by ScrotieMcB on February 30, 2016 0:61 PM Help Charan color the board - use [u color] to make your posts shine. |
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" Overly done? How about you look at WoW, Final Fantasy, and other games that truly overdo graphics and seem to have a messed up size ratio. Path of Exile's skill effects are not over done. The only thing that can begin to be too much is Cast on Crit. " So we automatically don't do something just because a small fraction of the player population wouldn't make use of it? Nice logic.
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You'd also be surprised at how many players would need a tutorial. There used to be so many threads complaining about how hard it was to respec your passives when GGG had already explained the reason for this in the third paragraph before the online passive skill tree provided on this very website. And there are always those threads asking "why doesn't this do this or work with that?". And many of those are just problems with keywords instead of actual mechanics. |
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Hi
The new reflect aura designs are great and the others are good also, players don't have nearly as hard a time as before when the reflect auras both looked so similar. Visual cues, haha, I was playing this game when it was a guessing game as to whether a support worked or not ebcause ti would not show. Lol players that can't get past Brutus, LOL. The players that quit are players not willing to learn and become better. Here's a pro tip: Don't ever stand still to long in Wraeclast or you will get mobbed. cheers Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever... -I thought what I'd do was,I'd Pretend I was one of those deaf mutes- Nullus Anxietas:) |
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OK some people get me and some people don't. The people that don't I take it already play the game for X-hrs a day or week. The main thing I'm getting at is this, the reason Super Mario Bros was so successful was this. When you encounter a new enemy you could 90% guess what it was going to do. Bomb enemies had fuses or had blinking timers. Smash enemies had spikes. You get my drift. So users especially the casual ones had a quick idea about what they were getting into. So when they die they are justified in their minds saying of course if I hit that Bomb guy with my character and he blows up I die.
With the game as the way it is if you can to go bezerk and run thru the game you can't engage certain mobs because guess what all the mobs look the same... And the Visual Cues for a particular affix if missing so when you engage a mob its luck or not that you may survive the encounter. The reason games like LOL are successful is that you have engagement at all levels whether hardcore or casual everyone has a feeling like "I can play this game an be good at it" whether or not that person is any good or not. That feeling is missing in this game I played this game off and on for the past 3yrs and I only now learning how to play it correctly. I delete so many good Uniques due to not know whether they are good or not. Trust me I had like 3 Voll's I dumped... For this game to be better it needs to stop having such a hard learning curve. They will make more money once they cater to the casual audience a bit more with out loosing their game machines which are really good by the way. It's just too hard a learning curve to get into the really good parts of the game. |
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" Let me correct you: The only reason a game-or anything, for that matter-is successful is because it caters to at least one necessity or desire that enough people are willing to buy into. The iPhone would have died if there wasn't a phone company that was dying and so desperate that it was willing to bend to Apple's demands. Now we not only have iPhones but that phone company still lives. I can't recall which phone company it is and don't care to google it. Diablo 3 caters to young kids that don't want a hard game and desire constant rewards. Path of Exile caters to masochists as there are almost no drops, whatsoever, and the game has punishing mechanics that can be easily negated once you finally get the god drops. Two very similar games that are both successful yet have two opposite methods of doing so. So comparing it to another game in terms of success isn't going to work, as those games may not be looking into the same people. And if they did, that means those people must decide between LoL* and PoE. And since LoL is more rewarding and less taxing on the system, more people will choose that. More people work than there are people unemployed, so their time is more important to them. Edit: Forgot your last paragraph. GGG specifically wanted PoE to cater to the hardcore gamers, not the casuals that play D3. Last edited by Natharias#4684 on Nov 15, 2015, 5:53:34 PM
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" This is exactly what I'm taking about Natharis you are a hardcore player, you probably play a lot. The reason you got into the game is good but you are not the audience I talking too. You know how to play the game. The mechanics of the game are really good. This is not the problem I'm getting at. The issue is that the learning curve needs to be lessened. This game and company won't last another 5 yrs unless they make it much easier to understand the core mechanics of the game for the first chapter or whatever. It's too had to see if an item is better than your current item, it's too difficult to see if I add this node to my skill to I increase my life/damage/mana etc... because if I add this node and it doesn't do anything I don't get it back immediately. I shouldn't have to go to an external application or website to figure the game out... |
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