Path of Exile 2 UI & UX improvement suggestion
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I've seen some gameplay recently and one of the things I've noticed was that the life globe changes colour when poisoned, which is a great improvement over what we have now in terms of clarity, but I think it could be improved.
For example, right now the whole life globe turns green, which is a good way to indicate the poisoned status, but it doesn't convey how serious the ailment is. ![]() If the total life that would be removed because of the poison was green instead of the whole globe, it would be far easier to recognise how dangerous the poison is. Something like the life loss caused by Petrified Blood and Progenesis. The same apples to other damaging ailments too, and maybe even non-damaging ailments like shock and chill. Animations and layers on top of the UI could reflect how impactful the non-damaging ailments are. Bigger shocks could have bigger lightning tendrils on the life globe, just like the the Energy Shield bar is wider the bigger your Maximum Energy Shield is compared to your Maximum Life. Of course, my suggestion doesn't take into consideration technical limitations of the game so I have no idea if it is actually possible to implement, and I'd appreciate it if I got a response regarding this. If anybody has suggestions like this, you're more than welcome to post them here. Last bumped on Jun 12, 2024, 12:02:30 PM
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thats unnecessary for two reasons:
1) you either cure poison or you don't. The severity doesn't matter in terms of knowing whether or not you are poisoned. 2) Such a gradation effect would be massively confusing with (presumably) all the other graded effects you can also have on top of the color change. Just like the examples you provided within THIS game, the poison change you describe would conflict with any other similar chunking of the life pool and render nearly all of them invisible. Thus, defeating the purpose of the poison color change in the first place. |
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" I disagree. If you have any forms of life recovery, knowing that you don't have to use flasks (because the "poisoned" life part gets smaller faster than your remaining life) makes a huge difference gameplaywise. |
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I don't have a problem with the suggestion, it makes sense and it would work. If it ends up being something GGG add to the game, cool, that's fine.
I would add, though, that when you say "it would be far easier to recognise how dangerous the poison is", that's of course true, it just does not automatically follow that that's an inherently good thing. In short, both ways are valid designs. That is, it's okay for poison not to inform you 'how poisoned' you are upon exposure to it; it's okay if when you're on fire all you really know for sure is 'I'm on fire!' rather than 'I'll be on fire for exactly 252 points of damage'. It's okay for players to have to make snap judgements based on imperfect information (but which they can get better at with practice); that's a normal part of games. It's not automatically better to give players certain answers to the questions they might ask as part of play. |
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It should be apparent how dangerous the poison is by seeing how fast it is draining life, but I'm not saying OP suggestion is a moot point. There could be more to the visual, but GGG often chooses the simplest ones. That being said, there could be large and small bubbles layered in the life pool to indicate its estimated damage and effect.
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" It's not really a matter of disagreement here.....its just plain fact that you either cure the poison or you don't. Whether or not you CHOOSE to cure the poison is a different matter entirely. As others have mentioned, the SPEED of your life pool depleting is already a great measure of the severity. But the actual indicator of whether or not you are poisoned as a green life pool is an instant "You are poisoned!" which in 99% of scenarios is all you need to make a judgment call. We also know, just based on how poison works, that if you are poisoned....its only going to get worse. There's no real need for any more information from a gameplay standpoint. You have: green life telling you that you are poisoned + knowledge that poisons only get worse + life bar depleting faster the stronger the poison + is your recovery out-pacing the depletion? A full four-fold information on poison, the only thing lacking currently is the INITIAL "you are poisoned". This is confused currently with bleed, ignite, other dots, ground effects all sharing the same indicator. Too much information isn't always good...it increases clutter and clouds OTHER notifications you may or may not need. Last edited by jsuslak313#7615 on Jun 11, 2024, 8:07:59 AM
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I don't know if it's mentioned, but guys, please, let it be an on option in settings to resize the UI interface, so we can center it or not and how small and big can be...
Last edited by UnboundAvatar#2172 on Jun 12, 2024, 12:04:20 PM
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