The things you hated the most about the Game/Design - POLL

After a lot of playing there are some key things that this game does that are beyond annoying and that also serve no purpose besides frustration - i made a poll to hopefully see if others dislike similar things.


I made a poll to see how ppl in general feel about those things:



DISCLAIMER - the poll is neither meant to be scientific nor completely unbiased - obviously the questions and answers are biased since i am biased and made this as a fan of the game in my spare time (i prefer playing the game to making surveys like most ppl but still found it would be interresting to get at least some indicators (and yes it still is something you cant do in 5 minutes so yes i spent time ...) - also i havent found a really good survey-site without payment so this one is limited too since i use the free version)


--------- https://s.surveyplanet.com/k7n6wli6 ---------



Results update for 95 players that took the survey:

Spoiler

Q1 MAPS IN GENERAL

Question 1: How would you rate various aspects of maps?
Scale: 1 = Not an issue, 10 = Big issue

Map size - too big: Average Score: 6.15
Variety of maps in general: Average Score: 4.69
Variety within maps: Average Score: 4.74
Repetitive map parts inside maps: Average Score: 5.27
Number of teleporters: Average Score: 5.23
Dead ends: Average Score: 6.43

Summary: Dead ends and map size were notable concerns, scoring over 6 on average. However, variety in and among maps received lower scores, indicating room for improvement in diversity.




Rate the ACTS of the game when it comes to Level-Design (Q2)
Scale: 1 = Bad, 10 = Great

ACT1: Average Score: 8.55
ACT2: Average Score: 7.23
ACT3: Average Score: 6.06
ACT3 Utzaal - Aggorat: Average Score: 5.47

Summary: ACT1 was highly rated, with scores declining steadily through subsequent acts. ACT3 Utzaal - Aggorat was the least favored.




QoL Features and General Features (Q3)
Scale: 1 = Bad, 10 = Good

Overall: Average Score: 5.13
Personal Inventory Management: Average Score: 5.01
Storage Management: Average Score: 5.08
Ease Access to Storage: Average Score: 6.33
Search and Filter Options: Average Score: 6.07
Social Features in general: Average Score: 5.36
Group-System: Average Score: 4.9
Guild-Implementation: Average Score: 4.6

Summary: Storage access and filtering options were praised. However, social and group-related features received the lowest scores.





Inventory Management (Q4)
Scale: 1 = Bad, 10 = Good

Usability of Search function: Average Score: 6.18
Save search presets (IDEA): Average Score: 5.97
Personal Inventory Size: Average Score: 4.45
Quest items taking up storage: Average Score: 3.41
Items beyond 2x3: Average Score: 3.72
Management Options for Storage Chest: Average Score: 4.93
Colored Folders (IDEA): Average Score: 6.1
Subfolders on the right (IDEA): Average Score: 5.99
Colored Frame for Item Quality (IDEA): Average Score: 5.75
Small Item-Level always visible (IDEA): Average Score: 5.39
Optional Autosort Function (IDEA): Average Score: 6.25
More Affinities for Item-Types (IDEA): Average Score: 6.23

Summary: Ideas like autosort and affinities for items were positively received, while storage for quest items and inventory size were key pain points.





Temple of Chaos / Trials (Q5)
Scale: 1 = Bad, 10 = Great

Trials in current state: Average Score: 7.55
Teleporting out to store items: Average Score: 6.85
No Storage between Levels: Average Score: 6.03
Harder routes difference in rewards: Average Score: 6.04
Difficulty in general: Average Score: 6.93
Temple of Chaos in current state: Average Score: 7.36
No difference in rewards for harder negative effects: Average Score: 6.6
No Storage on map between Levels: Average Score: 6.35

Summary: While the overall reception of Trials and Temple of Chaos was positive, storage limitations and lack of differentiated rewards stood out as areas to address.





Microtransactions (Q6)
Scale: 1 = Bad, 10 = Great

In-game Shop Design: Average Score: 6.08
Website Shop Design: Average Score: 5.64
Price of Cosmetics: Average Score: 4.63
Price of Supporter Packs: Average Score: 5.52
Overview of purchases/items owned: Average Score: 5.16

Summary: The design of shops was rated moderately, but pricing of cosmetics emerged as the least favorable aspect.





Town-Design (Q7)
Scale: 1 = Bad, 10 = Great

ACT1 - Visuals/Immersion: Average Score: 8.38
ACT1 - Layout for QoL: Average Score: 7.84
ACT2 - Visuals/Immersion: Average Score: 8.1
ACT2 - Layout for QoL: Average Score: 6.56
ACT3 - Visuals/Immersion: Average Score: 7.66
ACT3 - Layout for QoL: Average Score: 4.98

Summary: Visuals were well-received across all acts, with layout scores decreasing steadily from ACT1 to ACT3.





Difficulty (Q8)
Scale: 1 = Too Difficult, 10 = Too Easy

ACTs: Average Score: 5.45
Bosses: Average Score: 5.07
Trials: Average Score: 3.07
Temple of Chaos: Average Score: 2.93
Singleplayer in General: Average Score: 5.15
Multiplayer in General: Average Score: 4.33
2-Player: Average Score: 3.97
3-Player: Average Score: 3.66
4-Player: Average Score: 3.66

Summary: Difficulty levels in Temple of Chaos and Trials were viewed as particularly challenging, with multiplayer scoring low across the board.







My Opinion:


Some of the most annoying things that should be changed from my point of view:

- Mapdesign of Act 2 and Parts of Act 3
- Quality of life features
- Inventory Management (size)
- Quest Items
- Shop Quality
- Shop prices and restrictions
- Design of Towns


Mapdesign:

Not sure what happened but the mapdesign is awful at times. While i liked Act1 i disliked Act2 a lot. Act3 was okay but it has the worst maps in it that ive ever played :
- Utzaal
- Aggorat

Not only are they way too big. They have a million dead ends with way to few teleporters. The maps also lack variety so its a huge map full of repetitive combat - and what makes it even worse is that you have to go trough 2 teleporters just to get to merchants and your storage-chest.

QoL:
What is really annoying me more and more is:
- not having a storage Chest between the levels in Trials and Temple of Chaos
- not having the Trials Storage etc. in towns
- that town-layouts get worse with each Act - the placement of important Vendors etc. in ACT3 is the worste ive seen in a game for a while ... - they even made an extra path to have the portal even further away ...

Inventory Management:
- the more i play the more i hate it:
-- lack of auto sort function
-- Lack of colored Folders
-- Lack of subfolders
-- Lack of Storagewide Search
-- Huge Questitems blocking inventory
-- the existence of 2x4 Items
-- personal-inventory-size in general - it would be half as bad without those 2x4 items and questitems ...

In general the inventory system from my point of view is garbage - when you look at your storage ther is absolutely zero information at first glance. You neither know the level of the items - nor their rarity - nor anything else - everything requires a lot of extra user-interaction.

The search function is nice in theory but its hard to use (there are advanced operators) and you cant save anything.

Shop and prices:
- never in my life have i seen such an awful ingameshop
- you mostly have no idea what you own and what you dont own
- there isnt even a storewide search

- the prices are insane

- the limitations on those expensive items are insane aswell
-- neither can you just use it easily on all characters of your account
-- nor can you even use it on multiple items - for example weapon effect on both items on a character
-- you cant even change any colours etc. on cosmetic itmes that are sold for 60 USD+






Last edited by _N0ctus_#6387 on Jan 11, 2025, 1:25:56 PM
Last bumped on Jan 11, 2025, 1:26:25 PM
None of the above.
It's like list of things I don't even bother.
On Probation Any%
Most of the things you've included are fine for me. My two biggest issues are:

-endgame atlas is tedious. I want easier ways to customise and navigate it. The current meta of using tablets/towers/low level maps to potentially reveal citadels is not fun

-stash management. I want modern efficiency options such as "move all currency items to stash" and even "move all affinity items to stash", where clicking it would move everything that you've assigned affinities to into the relevant stash tabs.
And a 'sort' function, that groups items together by type, level etc.

I have hope we will one day have more options in the endgame, but I don't have faith they will ever add QoL features to inventory. They didn't care to in poe1 and clearly wasn't a priority for poe2. But it's usually why I stop playing for the day, or just tab out and look at something else after completing a map. I really cba manually sorting waystones and gems and clicking currencies and all that. It's exhausting.
I will share the results when more ppl have taken it from time to time.

Sadly it seems there is no way to automatically share results - at least i cant find it.
-Towers (why do them everytime/just put precursor when reach and go)

-Game forcin random maps to me. I wanna spam "open-air" maps. Not some vaal coridors with closed "doors".

-Map craftin(regal/ex/delirum stuff/vaal)/precursor searchs/Tower and atlas design. All way to boring and needs to get faster.

-Game slow. No need zoom-zoom but it should be faster then this.

-More content like simulacrum. (harvest was kinda ok)
"


-Map craftin(regal/ex/delirum stuff/vaal)/precursor searchs/Tower and atlas design. All way to boring and needs to get faster.



This is a big one for me too. I'd like much more automation/qol for these repetitive things. A batch tab, where you throw all white maps into it, click the button and it spends your currency upgrading them all to magic/rare/whatever parameters you set. Same for the forge.
Gear Acquisition

All gear is from a trade window and not from killing mobs.


QTE boss fights

I'm astounded by the amount of boss fights that require no positioning and you just have to time dodge roll correctly.


Yeah, I'm disappointed by the core elements of an ARPG in PoE 2.
Last edited by Ruffleberg#5791 on Jan 9, 2025, 4:15:08 PM
First results with 17 People taking the Poll:


1. Maps in General
(Scale: 1 = Not an issue, 10 = Big issue)


Key Issues:

Dead Ends (123, 7.69): Players find dead ends to be a significant issue, the most critical concern in this category.
Map Size - Too Big (118, 7.38): Many players feel maps are excessively large, contributing to frustration.
Repetitive Map Parts (82, 5.13): Mildly problematic for players.


Opportunities:

Variety of Maps (75, 4.69) and Variety within Maps (78, 4.88): Both scored below average, signaling a lack of diversity in map design.







2. Acts in Level Design
(Scale: 1 = Bad, 10 = Great)


High Ratings:

ACT1 (148, 9.25): Widely praised for its level design.
ACT2 (112, 7.00): Positive feedback, though not as strong as ACT1.


Weak Points:

ACT3 (84, 5.25) and ACT3 Utzaal - Aggorat (66, 4.4): Later stages need attention to improve player satisfaction.






3. Quality of Life (QoL) Features
(Scale: 1 = Bad, 10 = Good)


Strong Aspects:

Search and Filter Options (96, 6.4) and Ease of Access to Storage (95, 6.33): These features were appreciated but could still be refined.
Improvement Areas:

Personal Inventory Management (59, 3.93): Significant dissatisfaction with managing personal inventory.
Storage Management (68, 4.53): Storage systems need further optimization.






4. Inventory Management
(Scale: 1 = Bad, 10 = Great)


Pain Points:

Quest Items Taking Up Storage (34, 2.43): A major source of frustration for players.
Items Beyond 2x3 (46, 3.29): Another prominent concern.
Notable Ideas:

Autosort Function (96, 6.86): Highly supported idea to improve inventory usage.
Save Search Presets (85, 6.07) and Colored Folders (85, 6.07): Players welcome tools to enhance inventory organization.





5. Temple of Chaos/Trials
(Scale: 1 = Not an Issue, 10 = Big Issue)


Storage Issues:

No Storage Between Levels (81, 5.06 for Temple and 87, 5.44 for Trials): A recurring problem for players during both challenges.
Positive Feedback:


Difficulty (Trials: 114, 7.13; Temple: 118, 7.38): The challenge level is considered fair and enjoyable.






6. Microtransactions
(Scale: 1 = Bad, 10 = Great)


Strengths:

In-Game Shop Design (96, 6.86) and Website Shop Design (91, 6.5): Generally appreciated.
Pricing Concerns:

Cosmetics (67, 4.79) and Supporter Packs (84, 6.00): Players feel these are priced too high.






7. Town Design
(Scale: 1 = Bad, 10 = Great)

High Ratings:

ACT1 Visuals/Immersion (148, 9.25) and Layout for QoL (140, 8.75): Players love the design and convenience of the first act’s town.
Weaker Aspects:

ACT3 Layout for QoL (84, 5.25): Needs a redesign to improve usability.







8. Difficulty
(Scale: 1 = Too Difficult, 10 = Too Easy)

Balanced Aspects:

ACT Difficulty (89, 5.93): Considered neither too hard nor too easy.
Singleplayer (83, 5.53): Difficulty is moderately balanced for solo play.
Too Difficult:

Trials (34, 2.43) and Temple of Chaos (33, 2.36): These challenges are viewed as too hard.
Multiplayer Modes (3-Player: 46, 3.29; 4-Player: 45, 3.21): Multiplayer scaling needs refinement.







Key Recommendations:

Map Design:

Reduce dead ends and repetitive sections.
Introduce greater variety in map layouts.
Acts:

Revamp ACT3 and ACT3 Utzaal - Aggorat to bring them closer to ACT1’s quality.
Inventory and QoL:

Implement features like autosorting, colored folders, and quest item management solutions.
Temple/Trials:

Add storage solutions between levels to minimize interruptions.
Microtransactions:

Reevaluate pricing for cosmetics and supporter packs.
Multiplayer Scaling:

Adjust difficulty for 3- and 4-player modes to better balance cooperative gameplay.
Last edited by _N0ctus_#6387 on Jan 9, 2025, 5:50:30 PM
And a Full list for ppl interrested (17 people participated until now):

Spoiler
Question 1: Maps in General
Scale: 1 = Not an issue, 10 = Big issue

Map Size - Too Big: 7.38
Variety of Maps in General: 4.69
Variety Within Maps: 4.88
Repetitive Map Parts Inside Maps: 5.13
Number of Teleporters: 6.50
Dead Ends: 7.69
Question 2: Acts in Level Design
Scale: 1 = Bad, 10 = Great

ACT1: 9.25
ACT2: 7.00
ACT3: 5.25
ACT3 Utzaal - Aggorat: 4.40
Question 3: Quality of Life (QoL) Features
Scale: 1 = Bad, 10 = Good

Overall: 5.27
Personal Inventory Management: 3.93
Storage Management: 4.53
Ease of Access to Storage: 6.33
Search and Filter Options in Storage and at Merchants: 6.40
Social Features in General: 5.73
Group System: 5.36
Guild Implementation: 4.86
Question 4: Inventory Management
Scale: 1 = Bad, 10 = Great

Usability of Search Function: 6.57
Idea: Save Search Presets: 6.07
Personal Inventory Size: 3.64
Quest Items Taking Up Storage: 2.43
Items That Are Beyond 2x3: 3.29
Management Options for Storage Chest: 4.57
Idea: Colored Folders: 6.07
Idea: Subfolders on the Right: 5.93
Idea: Colored Frame for Item Quality: 5.36
Idea: Small Item-Level Always Visible in Inventory View: 5.00
Idea: Optional Autosort Function: 6.86
Idea: More Affinities for Item Types (Body-Armor, Helmet, etc.): 6.21
Question 5: Temple of Chaos/Trials
Scale: 1 = Not an issue, 10 = Big issue

Trials in Current State: 7.38
Teleporting Out/In to Store Items: 6.19
No Storage Between Levels on Map: 5.44
Difference in Rewards for Picking Harder Routes: 5.31
Difficulty in General (Trials): 7.13
Temple of Chaos in Current State: 7.38
No Difference in Rewards for Picking Harder Negative Effects: 6.25
No Storage Directly on Map Between Levels: 5.06
Difficulty in General (Temple): 7.38
Question 6: Microtransactions
Scale: 1 = Bad, 10 = Great

In-Game Shop Design: 6.86
Website Shop Design: 6.50
Price of Cosmetics: 4.79
Price of Supporter Packs: 6.00
Overview of Purchases Made/Items Owned: 5.64
Question 7: Town Design
Scale: 1 = Bad, 10 = Great

ACT1 - Visuals/Immersion: 9.25
ACT1 - Layout for QoL: 8.75
ACT2 - Visuals/Immersion: 8.38
ACT2 - Layout for QoL: 7.06
ACT3 - Visuals/Immersion: 8.13
ACT3 - Layout for QoL: 5.25
Question 8: Difficulty
Scale: 1 = Too Difficult, 10 = Too Easy

ACTs: 5.93
Bosses: 5.27
Trials: 2.43
Temple of Chaos: 2.36
Singleplayer in General: 5.53
Multiplayer in General: 3.93
2-Player: 3.86
3-Player: 3.29
4-Player: 3.21



Its interresting that people rated ACT2 better than ACT3. I thought ACT3 was better when you dont include the maps i excluded.
Last edited by _N0ctus_#6387 on Jan 9, 2025, 5:54:36 PM
"
Dxt44#4050 wrote:
None of the above.
It's like list of things I don't even bother.


So what are your priorities? Do you seriously not care about wasted time with storage between trials etc.? Or the really huge maps that require lots of backtracking trough empty spaces?

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