DEWO's Tips for GGG Dev team.

I would like to greet you to this topic.

I decided to make this compilation of thoughts that atm are in my opinion the most annoying or just tmy ideas on some of game mechanics/options etc.

I love the game with all it flawes and glitches, nevertheless i feel that it could be even better.

So... lets get started:


-Items
We all know that later on in the game you encounter maps with big IIQ buffed by party members and your own IIQ from gear. The main problems i face at this moment are:

-Floor filled with items.
This is annoying in fiew ways. For once it is sometimes impossible to walk through a corridor without picking up 10 white crap items.
SUGGESTIONS:
You could for example make item picking only avaible by clicking its name tag instead of item itself, it might be a toggle option? At this moment even if you "Z" the items out you still cant pass some corridors without picking items, not even questioning this in a middle of the battle.

Another way it annoys is a wall of text filled with item names in front of your face. We know you are trying to repair this but here are my suggestions:
Perfect one would be a custom filter option. The player could define in the option what he wants to see and what to filter out (similar to the option of filtering white items but more advanced). Example options would be:
Show 4L+ Items
Show 6S+ Items
Show rare items
Show unique items
Show superior items
Show orbs
show gems.

The rest of the items would be filtered out of your view.

Other option could be a fade out option. Item names would fade out beeing nearly transparent after some time (2secs?) and vanish after another time (6secs?)
This would make you still in controll of what is dropping and lays on the ground but give you visibility over what is happening around you.

Another suggestion would be a customisation via options the size of font of item names on the ground. I still feel that the names are made for like blind people, it takes half of a screen on 1050p 22" monitor when just 3 items drop...

And please please... give us back the layout of sockets in a row instead of what we have now... it was way better that way. Just make the links more visible by making them white and giving them a bit more spread (no problem if you accualy make it linear again).

Other thing is the time countdown... it demolishes the layout of item names that lay on the ground leaving huge gaps and making the screen spammed even more.

In my opinion a 5S items should also give at least 1 jewelers orb.

Visibility

Ok there are fiew things that NEEDS to be dealt with imho.

Monsters visibility... The game is dark, i love it that way but also the monsters are barely visible due to your graphic engine.
A simple red contour around the mobs you hit or or just on all of em would make a HUGE gameplay diference imho.
Healthbars are not needed if for exaple the contour would change color based on monster HP level (green->yellow->orange->red).
The contours should be visible through walls (or walls should become transparent like i am going to write down here)

Character visibility.
I dont know if this is possible on your engine but you should make those walls transparent when char moves behind a wall or something... making players loose 15% of exp on lvl 80 just becouse he didnt have controll of his character is not something i would enjoy.

Light radius shouldnt consider the reserved health. Who takes Blood magic as a passive? Usualy melee, why gimp them even more for using the passive? It is already a hell to controll and see where your character is even without the 50% limited light radius coz of "mana" reserved (for blood magic users hp reserved that is)

Decoy totem... oh boy... i love that skill... so does my friends when it saves their sorry behinds from imminent death... But the graphic "pulse" is waaaaaay too absorbing. It covers whole screen with HUGE waves and makes the visibility even a bigger problem.


Passive skill tree.
There should be a summary somewhere what exactly does your passive tree grant. It would sum up your % of damage increased, life increased, armor increased etc.

Maps
By making maps drop more frequent and making IIQ not affect them you accualy broke the whole endgame imho. Maps are endgame content so users are usualy already ready for boosting their IIQ to make maps drop more frequently. Also the maps drop in maps has drasticly dropped imho since the iiq from gear, maps and party doesnt matter. You are constantly boosting the chisel drop which is nice but we have nothing to chisel since map drop is SO LOW now. This needs to be fixed asap. I can live with the need of having IIQ on my gear to effectivly farm those maps... this is endgame so it sould be a big deal. Atm i have nothing to do since noone is selling maps coz of low drop and me with my friends doesnt have a single one. That makes us stop playing the game becouse we have nothing to do.

Levels
There should be more places to go if you dont go for a map. At this moment you are limited to Pyramid runs ONLY or Felshrine for some orbs/loot but due to felshrine beeing low lvl (54) it is not doing a pretty good job... there should be at least 3 places to go to not to bore ppl down. Especialy now when the map drop is soooo low.


Disco inferno problem.
A lot of ppl are expiriencing what i call it a "disco inferno" problem, which makes whole screen go nuts on atifacts and graphical problems. This should be looked carefully into becouse it is one of the most occuring game bug among blue screens and game->windows crash.


Disconnects.
When you are doing a map, and you expirience a disco inferno or just a game crash to windows you shouldnt be penalized and forcing you to waste another portal to get inside the map again. You should be automaticly teleported to the beggining of the map (or portal place) istead of town.

I will try to update this with more thoughts. Hope you get those things right. Love the game, love the devs listening.

Peace out!
IGN: Seasona
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Uh uh i forgot about one thing...

Cone attacks...

This is SOOOOOOOOOO annoying to see your char whacking the floor with ground slam, you can even see how your char physicaly whacks the monster in the head but missing all the time becouse of the cone beeing so sharp on the begining of it. It shoud be wider at start not point blank.
IGN: Seasona
Read it, love it. I totally agree with all things from 1st post. GGG should take these suggestions seriously.

Best regards.
MSG me in-game: sivecky

My GMT: +1 Central Europe (Poland)
Some great suggestions here, all definitely worth consideration! Good job.
same name in-game
Just to comment on the not picking items up, there is already a toggle option to only picking up items while the alt key is held.
In a way I like the monster visibility, necromancers are always hiding in the shadows casting their foul magics! These are the only ones I have a problem seeing. It adds to the mood of the game... maybe add an option for those who want it I guess. I probably wont be clunking up my ui with healthbars and red outlines though.

The rest looks good, some of it I have no idea though as I just started cruel.
FFA loot=Single player MMOARPG. GGG please consider a change.
Monsters obscured by foreground objects should be visible somehow.
"
dashgalaxy86 wrote:
Monsters obscured by foreground objects should be visible somehow.


The fade in i was talking about could make this way easier and solve 2 problems at once. I still would prefer just getting filtered by my options loot visible. That would dramaticly decrease the foreground objects pool.
IGN: Seasona
GGG Why did you remove the swapping weapons for auras?

Why... You still have that weapon, so what is the deal?

If you give the option to swap gear that means in terms of reality that he holds somewhere that weapon, picks it out to buff himself but battle with another weapon.

Giev back auras in weapon swapping. You are destroying the diversity of builds by removing from Marauders (as an example) 3 skill slots... or making us do crazy stuff in gems swapping etc.
IGN: Seasona
"
DEWO wrote:
GGG Why did you remove the swapping weapons for auras?

Why... You still have that weapon, so what is the deal?

If you give the option to swap gear that means in terms of reality that he holds somewhere that weapon, picks it out to buff himself but battle with another weapon.

Giev back auras in weapon swapping. You are destroying the diversity of builds by removing from Marauders (as an example) 3 skill slots... or making us do crazy stuff in gems swapping etc.


It was a bug, auras should take a skillslot to be active, since they are pretty powerful. If you want to have a lot of auras, either play in party or deal with the reservation/skillslot cost.

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