QoL & UI ideas (+ images) // 'Deposit' buttons for currencies, Div cards, etc. // F1 Slots // Etc.

NOTE: I omitting my take on a solution to Trade, because I did not know whether or not PoE’s Xbox version's Trade System was being used and tested before 'possibly' being implemented into the PC version of PoE in some way, shape, or form (unbeknownst to me an in-game Trade System existed on PoE’s Xbox version). I was absent from PoE a while.

//////////////////////////////////////////////////////////////////////////////////////////////////////////

Reddit user? Check out the Reddit version of this thread here (clean layout)
https://www.reddit.com/r/pathofexile/comments/77iyyr/suggestions_qol_features_user_interface_ideas/

How open PvP duels in Sarn Arena got ruined in Sarn since 3.0 and the simple fix:

PvP was never PoE’s strong point (and it should be, especially when players want a real challenge
against other players and not the computer), yet now, ever since 3.0 released, open PvP in Sarn
is ruined. Not everybody wants to go through Master Leo or the PvP Noticeboard to PvP; we want an
open Sarn Arena to ALL levels like we had before, to randomly pop in an instance and wreck players.

Now you have to go through Master Leo to have Sarn Arena duels, and guess what? You cannot
enter ‘instances’ of the Sarn Arena through Leo like you can at the Sarn Arena door.

So here is the simple fix: In Part 2, Act 8, make it where interacting with Sarn Arena’s
door allows player levels past level 60, and let those who want to do low level duels go to
Part 1, Act 3 (levels 28-40).

Quality of life suggestions for easier Waypoint travel, leaving Parties easier,
'Edit Mode' for the Guild Stash, etc.


Open spoiler to read about these QoL suggestions
Waypoint travel: Players from any Town should be able to travel to any Waypoint they want
without needing to always travel from a Town Waypoint. It makes sense to prevent players
from traveling to anywhere they want from explorable areas, but from anywhere in Town? Why?

Hideout issue (notably to new players): Upgrading a Hideout to a bigger size should never
end Master Daily Missions or close all existing Map Portals. Upon upgrading one’s Hideout,
the Map Device should stay exactly where it is (along with all Map Portals), and the Portals to
Master Daily missions should also remain open in the exact locations they were opened. This
will prevent progress / dropped items from inadvertently being lost in the upgrading process.

Temporary tabs bug in Standard (inconsistency in the game’s code between the Shared Stash and the Guild Stash): Temp tabs do not disappear immediately when emptied in the
Shared Stash and require a re-log to see them gone, yet temp tabs from temp leagues in the
Guild Stash do disappear immediately when emptied and require no re-log to see them gone.

The above is considered QoL because the Shared Stash requires a re-log when temp tabs from
temp leagues are emptied, yet the Guild Stash requires no re-log when temp tabs are emptied.

Implement an ‘Edit Mode’ button for the Guild Stash (accessible only to Guild Leaders)
that automatically gets turned OFF on closing the Guild Stash Window:
The difference
between this idea I had a while back vs. the idea I propose now is I am suggesting ‘Edit Mode’
be immediately ended when the Guild Window is closed (no timer required).

Please implement an ‘Edit Mode’ button for the Guild Stash so Guild Leaders can CTRL + Items
and move tabs around to organize things.

‘Leave Party’ Option missing on Party Member icons (view image below): When players
want to completely leave a Party, allow us to right-click any Party Members’ icon and ‘Leave
Party’, an Option / Button that currently does not exist whether we are leading a Party or not.


F1, F2, F3 buttons for Auras, Heralds, or whatever Skills you choose:



This is a very simple and effective feature that should be implemented to make it easier for
players to manage and/or swap out their Auras, Heralds without having to temporarily
switch out Active Skills just to do that. These F1 buttons will give us more access to skills
we can use.

Note: I downsized the F1, F2 and F3 Skill Slots as illustrated to be smaller than the other Slots
so they do not stick out too much on the screen so as to cause an eyesore.

Inventory suggestions ('Deposit' options for Div Cards, Essences, and Currency,
only for those who bought/own those tabs [explained])


Open to read about the ‘Compact Inventory’ and ‘Show / Hide Rarity’ options
Note 1: The ‘Compact Inventory’ option makes it where single-slot items, two-slot items,
four-slot items, etc. are put together so players have much more space in such a way where
‘like-slotted’ items (NOT ‘like items’ [difference]) are grouped together as much possible.

What that means is a ‘Compact Inventory’ system like this will not require a behemoth
amount of code just to ‘identify’ what items are what and put them together accordingly.

It may not organize in a pretty way, yet even if items like Scrolls we use most in our
Inventory are spread around, we can easily put Scrolls elsewhere in our inventory after
using the ‘Compact Inventory’ option.

Note 2: The ‘Show / Hide Rarity’ option makes it where items have Blue, Yellow or Gold
borders around them in the Inventory, a suggestion that has circulated for quite a while.

The Mana Globe, the Life Globe, the Skills Bar area, the Flask slots area, and all along the
Experience Bar gets an aesthetic makeover (and not just one, but several over time), yet the
default Inventory background that has been here since Closed Beta has gotten zero attention
for a makeover to this day. Plus, wouldn't having those 'Deposit' options be awesome for
our Currency, Div Cards, and Essences?

In almost every one of my UI suggestions, I always emphasize on first impressions, and how the
Inventory presents itself to new players is important because it is one of the first UI’s players see.
Not only that, giving veteran players something fresh to look at is also good.

I cannot tell you how many times I’ve heard various people say, “Yea, this game is really neat,
yet the Inventory looks so dated/old like in Diablo II.” almost every time I introduced someone
to PoE. Don’t get me wrong, I loved every Diablo game before Diablo 3, but this is 2017, and it
is time for PoE’s UI to get with the times.



And we all know Currency tabs, Div Card tabs, and Essence tabs are your main source of income,
GGG, so would you not be missing out on a huge opportunity to make $$$ IF players knew when
purchasing these tabs that the 'Deposit' options become available? Want more $$$? Implement this.

Chat Window suggestions (updated and revised)

Let's see how this Chat Window will look like in game, shall we? Right-click on the link
and then 'Open link in new tab'. Make sure to view image at full size so it looks more crisp: https://i.imgur.com/gyeDoYn.jpg

Improvement was made to the Chat Window not long ago, yet the Chat tabs we currently have
function like ON / OFF buttons instead of taking us to those Chats immediately upon clicking.

The idea I propose below makes it where there are clickable Chat tabs and ON / OFF buttons.
For active Chat tabs in this idea players are currently in, they are highlighted (where as of now,
highlighted Chat tabs indicate whether those Chats are ON or OFF).

In the event the Chat Window size is made big, here is what it will look like:



In the event the Chat Window size is made at its smallest, here is what it will look like:



Display of Online and Offline ratio for Guild Members (nice for very big Guilds)

The League Flag dates this idea, but in a much earlier Guild UI thread, I had the same idea.



Update the Character Window to something like this:

The background can be black as seen in the image below or have a design to it. Either way,
a Character Window like this with the ability to rotate your character around will be awesome.



My pet peeve with the Vorici Master since the release of Forsaken Masters:

Corrupted items with White Sockets should not change color at Vorici’s Bench for the simple
fact that in every other case of corrupting an item, its properties cannot be changed or undone,
so why should it be any different with White Sockets?

Players pay up with more than enough Vaal Orbs and Chromatic Orbs to re-color their corrupted
item(s). Therefore, players should not have to pay the price of having White Socket(s) changed,
too, especially when they have already paid the price of taking a huge risk with using a Vaal Orb
in the first place on their item (s).

"
Mark_GGG wrote:
This is not a bug. Re-rolling sockets is intended to re-roll sockets. White sockets are not "locked", they're just an extra colour of socket you can't usually get.

Just because that is how the game works does not mean it makes sense for corrupted properties
for already-said reasons. If that is the case with White Sockets using Vorici’s Bench, so too shall
it be the case for other corrupt properties to be changeable in other ways. That’s only fair, right?



Thank you for looking this over.
HeavyMetalGear
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear#2712 on Apr 9, 2025, 1:31:27 PM
Last bumped on Oct 29, 2017, 7:46:27 AM
This thread has been automatically archived. Replies are disabled.
Some nice ideas here !

First, sorry about my poor english )=

I didn't spent much time on the PvP section since i don't have interest in it but took the time to read everything.

"
Quality of life suggestions:

Waypoint travel: Players from any Town should be able to travel to any Waypoint they want
without needing to always travel from a Town Waypoint. It makes sense to prevent players
from traveling to anywhere they want from explorable areas, but from anywhere in Town? Why?


100% agree, already in lots of games, not adding anything but QoL, not that much complicated to add.

"
Hideout issue (notably to new players): Upgrading a Hideout to a bigger size should never
end Master Daily Missions or close all existing Map Portals. Upon upgrading one’s Hideout,
the Map Device should stay exactly where it is (along with all Map Portals), and the Portals to
Master Daily missions should also remain open in the exact locations they were opened. This
will prevent progress / dropped items from inadvertently being lost in the upgrading process.


Not sure if it's easy to implement and realy needed but something's missing. A simple warning message and a confirmation before changing the hideout size (like when you want to dismiss a master for example) should be enough imo.

I won't take part in the guild changes since i never joined a guild in PoE (yet?) and i can't realize if your ideas are "fine" or not.

"
‘Leave Party’ Option missing on Party Member icons (view image below): When players
want to completely leave a Party, allow us to right-click any Party Members’ icon and ‘Leave
Party’, an Option / Button that currently does not exist whether we are leading a Party or not.


Again, simple and QoL improvement, nothing complicated here = i agree.

"
Improvement was made to the Chat Window not long ago, yet the Chat tabs we currently have
function like ON / OFF buttons instead of taking us to those Chats immediately upon clicking.

The idea I propose below makes it where there are clickable Chat tabs and ON / OFF buttons.
For active Chat tabs in this idea players are currently in, they are highlighted (where as of now,
highlighted Chat tabs indicate whether those Chats are ON or OFF).


Not sure if adding some buttons is necessary. Just changing colours if it's ON or OFF should be enough imo.

"
F1, F2, F3 buttons for Auras, Heralds, etc. (Mana Globe dates this idea)


200% agree and more than just adding 3 buttons, an option in the UI menu to add or remove skill bars (like tons of games). Having 3 more buttons when you don't need them... meh, if they're not that big why not. Not having them when you need 5 more slots ? Since the number of skills you can bind is limited by the number of skill you can socket on your gear, no need to limit it again with a lack of buttons.

About the inventory style i like the functions your propose (drop all currencies / div cards / etc...). Again, it exists in tons of games (vendor icons / input / etc...).
Confirmed players and new players would enjoy a lot the time saved by these but i think they should add a warning message and a checkbox in case of vendoring items (for example, a button to sell all the white/yellow/blue items in your inventory to the merchant you're speaking with)

Public stash tabs... yeah for sure we need something in-game to improve trading. I like your idea, it reminds the shop on the forum but IN-GAME. That's enough to complete the existing tools imo.

Nice job you did, hope GGG will keep it in mind for the next patches.
"
Zunova wrote:
Some nice ideas here !

First, sorry about my poor english )=

I didn't spent much time on the PvP section since i don't have interest in it but took the time to read everything.

Your English is fine. Thank you for all your feedback, but I would like to clarify a few things you either disagreed with or were not sure about.

"
HeavyMetalGear wrote:
Hideout issue (notably to new players): Upgrading a Hideout to a bigger size should never
end Master Daily Missions or close all existing Map Portals. Upon upgrading one’s Hideout,
the Map Device should stay exactly where it is (along with all Map Portals), and the Portals to
Master Daily missions should also remain open in the exact locations they were opened. This
will prevent progress / dropped items from inadvertently being lost in the upgrading process.


"
Zunova wrote:
Not sure if it's easy to implement and realy needed but something's missing. A simple warning message and a confirmation before changing the hideout size (like when you want to dismiss a master for example) should be enough imo.

It is indeed easy to implement. The same game code that ensures Hideout Decoration do not disappear upon upgrading a Hideout is the same game code that should apply to ensure Map Portals and Master Daily Mission portals do not disappear.

"
Zunova wrote:
I won't take part in the guild changes since i never joined a guild in PoE (yet?) and i can't realize if your ideas are "fine" or not.

The 'Offline/Online' ratio feature is something found in virtually all games that have a Guild System, and the concept is very simple. What it does is tell how many Guild Members are Online vs. how many Guild Members are Offline. For example, if you have a Guild size of 120 Guild Members and you want to know how many Guild Members are Online (90/120), an 'Offline/Online' ratio is helpful.

"
HeavyMetalGear wrote:
Improvement was made to the Chat Window not long ago, yet the Chat tabs we currently have
function like ON / OFF buttons instead of taking us to those Chats immediately upon clicking.

The idea I propose below makes it where there are clickable Chat tabs and ON / OFF buttons.
For active Chat tabs in this idea players are currently in, they are highlighted (where as of now,
highlighted Chat tabs indicate whether those Chats are ON or OFF).


"
Zunova wrote:
Not sure if adding some buttons is necessary. Just changing colours if it's ON or OFF should be enough imo.

Changing the color of the buttons is the Chat Window we had before. My mock-up of the Chat Window makes it where clicking each Chat Tab takes you to each of those chats immediately vs. using that drop-down box just to change chats to chat in. And to turn off those Chats, there are buttons for that, too, and those do change color (like you suggested). My ideas cover that.

The Chat Window we have now has different named Chat tabs that only perform one function, and that is to only turn those chats ON/OFF (one function doing only one thing).

The Chat Window I propose has different named Chat tabs that perform the function of taking you to those chats immediately, along with ON/OFF buttons under each Chat tab to turn those Chat tabs ON/OFF (two functions doing two different things).

"
Zunova wrote:
About the inventory style i like the functions your propose (drop all currencies / div cards / etc...). Again, it exists in tons of games (vendor icons / input / etc...).
Confirmed players and new players would enjoy a lot the time saved by these but i think they should add a warning message and a checkbox in case of vendoring items (for example, a button to sell all the white/yellow/blue items in your inventory to the merchant you're speaking with)

All those buttons do is 'deposit' items (Div Cards, Essences, and Currency) to their rightful Stash tabs for players who own Div Card tabs, Essence tabs, and Currency tabs. Therefore, a warning is not necessary because there is absolutely no mistake to be made if you're just depositing items to Stash tabs.

As for the underlined in the above quoted from you, my Inventory features I am suggesting do not have anything to do with selling things like White/Yellow/Blue items in one's Inventory to Vendors all at once. That being said, a long time ago I did suggest buttons for selling White/Yellow/Blue items to Vendors all at once, yet because GGG did not like the idea, I decided not to include it in my list of updated Inventory suggestions in this thread.

"
Zunova wrote:
Nice job you did, hope GGG will keep it in mind for the next patches.

Thank you.
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear#2712 on Oct 14, 2017, 11:19:05 PM
All these ideas are great. Especially the import options in your inventory!!! Great post as always Heavy.
Great suggestions as always Heavy.

Really good to see some people put as much effort in this game as you, especially with those guild suggestions, since apparently after implementation of guilds they forgot about it!

Keep it up.
+1 most of the suggestions are pretty nice.

though:
"PvP was never PoE’s strong point (and it should be, especially when players want a real challenge
against other players and not the computer)"

an ARPG is never going to be good for PVP, they should just remove it from the game.

To test our skills, they should change the arena into a map where you can challenge bosses for no reward or loot on drop to learn their phases, no exp loss/penalty for death.

They could then add challenge levels of bosses for those who want a real challenge for their character.
Heck they could even give a small reward for beating all of a certain Tier.

Last edited by nadakuu#2485 on Oct 18, 2017, 3:50:18 PM
"
nadakuu wrote:
+1 most of the suggestions are pretty nice.

though:
"PvP was never PoE’s strong point (and it should be, especially when players want a real challenge
against other players and not the computer)"

an ARPG is never going to be good for PVP, they should just remove it from the game.

To test our skills, they should change the arena into a map where you can challenge bosses for no reward or loot on drop to learn their phases, no exp loss/penalty for death.

They could then add challenge levels of bosses for those who want a real challenge for their character.
Heck they could even give a small reward for beating all of a certain Tier.


Thank you, but regarding PvP, I disagree. Diablo II did great with its PvP for its time despite all the
cheesiness and/or cheating players utilized. It at least got players 'involved' in PvP (something PoE
does not do well). PoE was supposed to, in my honest opinion, surpass Diablo II's PvP and make it
better than just walking outside of town and wrecking other players.

"
nadakuu wrote:

To test our skills, they should change the arena into a map where you can challenge bosses for no reward or loot on drop to learn their phases, no exp loss/penalty for death.

They could then add challenge levels of bosses for those who want a real challenge for their character.
Heck they could even give a small reward for beating all of a certain Tier.


I agree, that would be awesome, yet gutting out PvP altogether just for that is a bad idea. Good
ideas have 'balance'. Therefore, I believe if such an Arena were to exist, there should be two
separate Arenas (either in two separate places in-game or somewhere in Sarn) that have players
choose between two different styles of challenge: Door 1, PvP or Door 2, Boss Mode (unlockable).

Even better (to simulate real players), just put the Hall of Grandmasters behind Door 2 that
is only accessible to player levels 75+. The reason I suggest that is because GGG may not want
players facing all the possible bosses to fight in-game in one single Arena. Perhaps there can be
a fee to get in the door, like Grandmaster Tickets to loot from monsters throughout Wraeclast,
GM Tickets that can even be sold to other players.

Then again, Door 2 can also give a message to players saying, "Access beyond this door is denied
until you have beaten all 10 Acts." Much like the Hall of Grandmasters, this Arena will have doors,
and a door to The Shaper will give the message, "Access beyond this door to The Shaper will be
granted after beating The Shaper in the Atlas of Worlds." No fee would be required for this Arena.
Only game progress would be required to gain access to this Arena.
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear#2712 on Oct 18, 2017, 5:06:20 PM
"
HeavyMetalGear wrote:
"
HeavyMetalGear wrote:
Hideout issue (notably to new players): Upgrading a Hideout to a bigger size should never
end Master Daily Missions or close all existing Map Portals. Upon upgrading one’s Hideout,
the Map Device should stay exactly where it is (along with all Map Portals), and the Portals to
Master Daily missions should also remain open in the exact locations they were opened. This
will prevent progress / dropped items from inadvertently being lost in the upgrading process.


"
Zunova wrote:
Not sure if it's easy to implement and realy needed but something's missing. A simple warning message and a confirmation before changing the hideout size (like when you want to dismiss a master for example) should be enough imo.

It is indeed easy to implement. The same game code that ensures Hideout Decoration do not disappear upon upgrading a Hideout is the same game code that should apply to ensure Map Portals and Master Daily Mission portals do not disappear.

glad to see you know the system and know how easy it is to implement. please let us know how it works when there are 6 portals opened and 6 people in old instance of hideout and you then create a new instance of a hideout and someone takes a portal from the old instance?
"
HeavyMetalGear wrote:
"
HeavyMetalGear wrote:
Hideout issue (notably to new players): Upgrading a Hideout to a bigger size should never
end Master Daily Missions or close all existing Map Portals. Upon upgrading one’s Hideout,
the Map Device should stay exactly where it is (along with all Map Portals), and the Portals to
Master Daily missions should also remain open in the exact locations they were opened. This
will prevent progress / dropped items from inadvertently being lost in the upgrading process.


"
Zunova wrote:
Not sure if it's easy to implement and realy needed but something's missing. A simple warning message and a confirmation before changing the hideout size (like when you want to dismiss a master for example) should be enough imo.

It is indeed easy to implement. The same game code that ensures Hideout Decoration do not disappear upon upgrading a Hideout is the same game code that should apply to ensure Map Portals and Master Daily Mission portals do not disappear.


"
almostdead wrote:

glad to see you know the system and know how easy it is to implement. please let us know how it works when there are 6 portals opened and 6 people in old instance of hideout and you then create a new instance of a hideout and someone takes a portal from the old instance?


The way it would have to be done is if someone upgrades their Hideout, thereby creating a new instance of their Hideout in the process, any portals in the old instance of their Hideout would be closed out (like they are now, anyway), and have the portals from the old instance transferred to the new instance.

Or, the portals from the old instance can remain opened where no portals are closed, and then transfer those portals over to the new instance of one's Hideout (just like anything else that's transferred over when upgrading your Hideout).

What's the limit, 500 objects that can be used to decorate one's Hideout? I am sure GGG can code transferring 6 portals from an old Hideout instance over to a new Hideout instance, that or mirror the portals from the old Hideout instance to be in the Hideout new instance.

Now, how GGG goes about coding that, I don't know exactly, since I do not know exactly the type of code they are using, neither do I have the coding tools in front of me, BUT I do know having things coded to be transferred over is not a new thing in games. It can be done. How GGG's devs go about it is their business.

How many things in the past have the devs said are not possible that have been made possible in recent years? As the game goes on in development, I am sure things will be easier to implement (if not already, as I initially said, given the improvements made to their tools thus far).

Why feed the idea of impossibility (even if it is, which it is not) through a pessimistic viewpoint? What good does that do for improvement to the game? If the devs thought like you do, PoE would not have ever came as far it has to a point nobody expected. Sure, we all have our gripes about the game, yet the game for a fact has come a long way, and not through not being optimistic in the face of adversity.

P.S. It would be nice to hear what you think about the other ideas. Why knock one idea and not the others? That is what I am looking for is feedback from people who will come up with anything not to like an idea so we can talk about it, because I love a good discussion. I like it face-to-face with critics.
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear#2712 on Oct 19, 2017, 6:06:55 AM
"
HeavyMetalGear wrote:
"
HeavyMetalGear wrote:

It is indeed easy to implement. The same game code that ensures Hideout Decoration do not disappear upon upgrading a Hideout is the same game code that should apply to ensure Map Portals and Master Daily Mission portals do not disappear.


"
almostdead wrote:

glad to see you know the system and know how easy it is to implement. please let us know how it works when there are 6 portals opened and 6 people in old instance of hideout and you then create a new instance of a hideout and someone takes a portal from the old instance?


The way it would have to be done is if someone upgrades their Hideout, thereby creating a new instance of their Hideout in the process, any portals in the old instance of their Hideout would be closed out (like they are now, anyway), and have the portals from the old instance transferred to the new instance.

Or, the portals from the old instance can remain opened where no portals are closed, and then transfer those portals over to the new instance of one's Hideout (just like anything else that's transferred over when upgrading your Hideout).

1. right now portals in the old hideout aren't closed out.
2. I didn't really understand your second idea, what happens with the portals in the old hideout? if you are saying the portals should be mirrored then I'm pretty sure that tech isn't there yet also.

"
HeavyMetalGear wrote:

Why feed the idea of impossibility (even if it is, which it is not) through a pessimistic viewpoint?

I'm definitely not saying it is impossible. I am just refuting your idea of "it being easy to implement since the tech is already there". Also, I am not saying it is a hard thing to change - since I don't know how the system is coded.

"
HeavyMetalGear wrote:

P.S. It would be nice to hear what you think about the other ideas. Why knock one idea and not the others? That is what I am looking for is feedback from people who will come up with anything not to like an idea so we can talk about it, because I love a good discussion. I like it face-to-face with critics.

I haven't read the rest of the thread yet, will do so later. And don't take my post as "not liking the idea" - it wouldn't certainly be a bad change, but whether it is worth spending development time on, I'm not so sure.
Last edited by almostdead#6338 on Oct 19, 2017, 10:04:09 AM

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