Hi folks,
First of, let me say I really enjoy the game so far and am exited to see what’s coming next.
I only recently started playing and as I went on, I kept an extensive list of feedback of things I believe will improve the user friendliness of the game, so without further ado and categorized:
General
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Don’t enter game upon char creation immediately to allow for multiple chars to be created, or whatever other reason may come up for you not wanting to log in right away (real life for example).
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Monster quantity, damage and health feels a bit low during the campaign, especially at low health.
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There seems to be (no working) option for left mouse click to cover moving, attacking mobs, and destroying destructibles.
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Rename ‘change input keys’ to ‘Change keybindings’. Honestly, this feels like calling a car an automotive vehicle.
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Add an option to select an audio device, or use the one that’s currently the primary one.
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Zones tend to completely respawn when you leave them and return immediately. Give it at least a couple of minutes before this happens.
** Models **
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Many npc’s seem to experience an open mouth syndrom. Either close their mouths or make them look a bit less like gaping holes.
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There’s no need to go to the switch user screen, just log in automatically (or give an option) and go to the char selection screen immediately with an option to go to ‘switch user’
Help
Work with a tutorial system (with an option to disable it), so that when you encounter something new, in the top left of your screen you get a little window explaining the new subject. Or similarly, hide info under alt instead of showing it all the time on mouse over. Here’s an example. When you hover over potions it says:
Potion
press 1 to consume a potion to restore your health.
The health restored is equal to 50 + 4x character level (i.e 54 at level 1 and 450 at level 100).
Slain enemies have a chance to drop potions which you can pick up.
Better would be:
Health potion:
Restores X health (50 + 4x character level).
All other info could be moved into a tutorial window, or hidden under ‘alt’.
Simply put: Don’t show tooltips everywhere, just tutorial them once and add them to a codex.
Inventory
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Please move the item window of the item you hover over and comparison windows OUT of the inventory UI. It’s a nightmare trying to browse your inventory cause wherever you hover your mouse over, the pop up windows will clog your inventory and you can’t see anything. This I would say is the one thing that annoys me the most about the UI experience.
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The inventory scaling is too high (on my 4k monitor). An option to scale various UI elements would be great.
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Hovering your mouse over an item in the inventory shows too large a screen. Though again, this is on 4k. If I enable comparison the 2 resulting screens take up nearly half my screen, which makes it impossible to get an idea what’s beneath the window(s).
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There’s a red indication if you drag an item too high, which is pretty annoying as it often results in failed drag and drops. Just align the item automatically if there’s free space below.
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When you pick up an item with your mouse, the item jumps under it, moving its position slightly and disorienting your mouse - brain connection so to say.
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A weapon swap option would be great.
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Allow equipping a 2H and automatically unequipping your 1h + offhand/shield.
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Allow items to be picked up with inv screen open to be dragged directly on top of another item to replace that item
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When comparing items it would feel more natural (to me anyway) to see the moused over item left and compared item to the right instead of vice versa, which it is now. Then again, this might just be because of what I’m used to from decades of hack & slash games.
Skills
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Allow for removal of passives and skill points WHILE you allocate them and only make them final when you close the passive / skill window.
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I hear this is coming, but improve the tooltips: how much damage / healing does an ability do, with bonuses included?
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Yes, I can calculate, but… when hovering over a skill, also show what it’ll get if you level it up. So just make the skill window and its text a little smaller so it reads
skillname
description
currentbonuses
requirements
next level
newbonuses
Conversations
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Conversation baloons are too large (in 4k).
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Be more creative in your protagonists dialogue options. Sometimes there’s just options like ‘accept’ or ‘how?’ When accepting a quest you could also say ‘I’ll make sure your friends come back alive’, ‘I’ll take care of it’, ‘I’ll keep an eye out’, ‘He’s as good as dead’, etc. be creative!
I hope you’ll consider this as feedback as it’s only meant as such and with the hopes that this game will provide some heavy competition in the hack & slash landscape when it’s released in ‘final’ form.