Some of these are bugs. Some aren’t. I can’t be bothered to split these up. I have categorised them in {} on a case-by-case below. These are just what I’ve noted down while playing my first 20 hours:
Totally unclear how prophecies work. Still dont know. – correction – apparently you need to relog to get prophecies to work - please fix this cos I was bashing my head against this for 10 minutes thinking it was me being stupid. {BUG}
“Top” windows dont have dominance over bottom windows, so when you cursor over various things in top windows, the cursor may respond to something underneath the window. This can be demonstrated on the forge materials window and an open inventory but it happens elsewhere too {BUG}
I want to be able to have Forge and Character detail sheet open simultaneously so I can see the base underlying stats before I apply the forge change (resistances). Currently it is only possible to have Forge and Inventory open simultaneously (oh, there are exceptions, see 18! ) {UI}
When chat box is open and you’re typing, keybindings respond and they should not - you need to be free to type whatever ([SPACE] does, at least) {BUG}
When search box is open and you’re typing, keybindings respond and they should not - you need to be free to type whatever ([HOME] does, at least) {BUG}
Shrines feel unsatisfying during campaign as they’re more often than not BEHIND groups of things and/or in out of the way locations - so when you get to use the shrine the area is already cleared. Shrines are wasted because they’re running as you’re moving to the next area with mobs. {GAMEPLAY}
Mousing over NPCs should identify who they are {GAMEPLAY}
Mousing over icons on the minimap (when in anchored mode in top R at least) should identify what/who the icons are. {UI}
Automatic re-zoning by walking up to doorways etc should be switchable as it’s kind of annoying. {GAMEPLAY}
Zone respawns should be on a timer, not solely on re-zoning. “Popping back to town to clear inventory” isn’t a thing and that sucks. {GAMEPLAY}
Run animation speed and movement speed appear to be independent, meaning that at low movement speed you look like you’re on a treadmill and at high movement speed you look like you’re on one of those airport walkways. {GFX}
There is no “inspect” function in online play for other players. {GAMEPLAY}
When affixes CANNOT be extracted from items, the shatter rune shouldn’t put a trail to that affix so that there is an indication within the forge window that this affix will not even attempt to be extracted from the item. {UI}
“Light yellow” chest rare items with special affixes could have a unique name in their item card, not just a slightly different colour. “normal, magic, rare, rare-unique, true-unique, set” could be the rarity classes. I dunno. But they’re different, give them a noun for us to distinguish them {GAMEPLAY}
Ring comparison only compares one of the rings - should show both, or be able to show either. Ideally both. {UI}
Flame ward retaliation effect should have a buff icon {UI}
Some monsters don’t have health bars (e.g. devoured husk). Some do. All should do when the mob HP bar switch is on, none should do when the mob HP bar switch is off. {BUG}
Press key for Forge, Game Guide, then Forge. This opens Forge, opens game guide, overlaying the forge (without closing forge), then closes forge, and game guide stays on top. If anchoring Forge+Game guide on the L side, then opening one window should close the other, so successive key strokes open the window requested. alternatively, this sequence should: open forge (L anchor), open game guide (R anchor), close forge (maybe reposition game guide but probably not). Pick whichever of those you like, but it shouldn’t be the way that it is. {BUG}
Mousing over player characters should show their name (or they should have nameplates?) {GAMEPLAY}
Hokay, here’s a few more that have been spotted over the last week
Open forge. Open crafting materials window. click into the search box. shift+close all windows key = closes all of the windows. try opening forge again. it won’t open. nothing will (e.g. inventory, char sheet) the only way to re-open it is to go into the menu, select one of those windows - it will open it. the hotkeys for the windows will now work. {BUG}
21.b - if you do the steps above and press+hold forge key (or whatever) it won’t open the window, but you will see there is an FPS drop. This might be a “who cares” from a gameplay pov but it’s a data point that might help diagnostically I guess
Mousing over the stone soldier mobs in “The Courtyard” doesn’t return any mob name at the top. You can hit them with stuff but you cant see their HP, nameplate, or anything. {BUG}
Skill XP bars have visible progression but no absolute values. Let us see % and XP values. {UI}
Chat box kinda sucks. ENTER to open the chatbox. ENTER to send the message if one is written. If one is not written, ENTER to close the chat box but immediately remove the input line. Don’t time it out when no message is written. Just remove it. Ad hoc display of the chatbox is something that could be controllable by cursor position. Chat window would also be nice to be closable with an X. Resizing of chat window isnt a thing(!). Chat isn’t free text, again “close all windows” key when chatting doesnt work. it ends input into the field but leaves a blinking cursor in chat. WOW made a lot of weird decisions over it’s lifetime. its chatbox was superb though. “Be inspired by” all functionality from that. Retain “last contacted/used” - direct whispers/party chat etc. {UI}
Increase gold pickup range a bunch and HP pot pickup range a little bit. {GAMEPLAY}
recolour (or in other way indicate) sealed affixes on main item card so you dont have to alt to view. {UI}
When under attack when in ANY other screen than the gameplay screen FOR THE LOVE OF GOD RED FLASH THE BOARDERS {GAMEPLAY}
Multiple gold pickups in quick succession should be aggregated so total pickup is shown rather than explosions of small numbers. {UI}
large mob HP bar “end” visible and looks a bit… how do i say this nicely… old fashioned? smooth the graphic at the top end of mob HP as they lose it so it doesn’t look so low budget. {GFX}
Assign a button for movement that isnt L click. R-click to interact a player character. Use button to move. does not move. L click “stops” interaction. This shouldnt work this way. If you have interact selected, you should still be able to move. moving should automatically “disengage” you from attempting to interact {GAMEPLAY}
Sell an item to shop for X. Buyback price in shops shows Y. If you buyback, it returns X to the shop. So the cash movement is correct, but listed buyback price is not (I assume what it’s showing is the “true shop purchase price”). {UI}
Affix shards should stack in your bags. Seriously. They should stack by default. What the hell were you thinking here. If you want to be able to split them for… fkn whatever reason, then add that ability, otherwise, FOR THE LOVE OF SANTA, STACK THEM. {GAMEPLAY}
when in the crafting inventory, for “stacked” shards it still says “shift-Rclick to drop item” etc. Remove non-functional “standard” item control options from the “window help” when they do not apply. {UI}
Editing forum posts should not bump them. {FORUM/SITE}
Your own forum posts should be accessible in your profile. {FORUM/SITE}
Soul stealer wording VERY unclear. effect cooldown scales per point and on effect text it says 3s?! what? {UI?}
the immortal empire - loading message not displayed when using rift {BUG}
the immortal empire - opens chat when you enter the outcast camp following loading. this happens quite a lot. chatbox shouldn’t open when you re-zone. {UI}
loot filter toggle is not a toggle - it’s a press/hold for viewing all items. would be nice if there was a true keybind for toggling loot filter. you could make the key either dependent on a switch. {GAMEPLAY}
add a slider or switch for the random character lines “fools! FOOLS!” so the frequency of them can be changed down. it’s nice for flavour but for playing in the long term it is gonna end up being really annoying. {GAMEPLAY}
At the start, once you get to keeper’s camp, talk to Leena to finish the Q. You’re at “enter the fortress gardens”. logout. Log back in. You spawn back at the gate into the zone, not in the village square by the portal. naaaaaaaaaaaaaah. Dont do that. spawn in the centre of the village! If this happens elsewhere in the game, it should be the same: once you’ve gone to the village/camp/town etc and got the portal, your “login position” should be in the centre of that town. {GAMEPLAY}
the flowers that can hit you with the poison mortar from offscreen where you have no indication which direction the source is, is ENRAGING. let me zoom out, or ping it on the minimap, i dont care. but GIVE ME SOME CLUE FUUUUUUUUUUUU {GAMEPLAY}
chatbox block is awful. * out words on the profanity filter is fine, but dont block messages. {UI}
CONSIDER (not saying do this, but maybe/prrrobably do this?) making the search bar in the skill tree retain search terms when switching between skills. type “ignite” in skill 1, find the ignite nodes. would be nice when selecting skill 2, for it to still be looking for “ignite”. Not 100% sure this is better than “clear every time” but pretty sure it would be. {UI}
I hate “middle of the screen” map overlays, but i guess they’re here to stay. At least allow contrasting in some way (e.g. look how impossible it is to see in maj’elka). in my perfect dictatorship i’d remove the functionality entirely but i think i’m alone on that one. {GAMEPLAY}
The minimap should be able to be zoomed out more. Like, unethically more. I want to be able to see 1/2 the zone on the minimap if i want. More, probably. Feel free to remove icons for stuff “out of range” but let me see the entire explored map outlines. {GAMEPLAY}
It appears not to be possible to hit haruspex orian with mana strike. my character just kept walking around him. Issue with hitbox? {BUG?}
Game tip/tutorial stuff to be switchable. I dont need to know every time about the minimum skill points mechanic etc. {GAMEPLAY}
WHY WHY WHY mask area mob level when map is not on overlay mode. WHY COPY THE CRAP THINGS THAT POE DOES? Don’t mask information “just because” ESPECIALLY when there’s real estate available on the screen for it. {UI}
town portal sometimes doesn’t work. havent spotted a pattern for this yet… {BUG - cant replicate though :(}
as soon as travel from a waystone is initiated: 1. make char invulnerable 2. damage multiplier to 0%. 3. xp gain to 0%. whatever, just freeze the state of the character so LOOOONG loading time experience (risk) is the same as short. This might be why point 10 is how it is (so you can’t cheese content with portalling) but to be honest cheese avoidance should probably be limited to boss encounters not generic zones/campaign. {GAMEPLAY}
Heorot’s death line text <> his spoken line {BUG}
Is Baz the Stormrider wearing a shirt or not. His character isnt, his dialogue portrait is. THESE ARE THE IMPORTANT THINGS {CRITICAL P0 BUG I CANNOT STRESS HOW IMPORTANT THIS IS}
Lagon’s R hand is back to front on the loading screen WhatTheHellImmersionBroken {Shut up, Magi}
“To shell with it” quest is missing dialogue markers. {BUG}
pontifex aurelius (liath’s tower) doesnt show nameplate etc, cant see dots on him {BUG}
taking town portal from liath’s tower doesnt take you to thetima, despite this being the town for zone containing liath’s tower AND it being unlocked. I did this after doing the moonstone Qs in temple of lagon so not sure if that had anything to do with it. but either way, it shouldnt happen. it should take me to thetima (if thetima’s portal is unlocked) {GAMEPLAY}
You’ve played the game. “Backwards” often happens for checking optional areas and whatnot. Plus emptying bags? Taking a shit? Doing anything where going to town first is prudent (HC player here) and coming back 1 minute later to respawns is just a bit annoying.
Yup. Experimental or loot chest yellows (“personal” item ones, see 14). As soon as there’s any that can’t, though, the UI should reflect that. Doesn’t matter how few there are.
Sorry, yeah, it turns out they do have a name - in the loot filter they’re referred to as “personal items”. Only spotted this a couple of days ago
Yeah, this isn’t really a serious suggestion that I’d expect to be delivered on, but it WOULD be nice if we could. I would 100% appreciate if this ended up with a “lol never in a million years” from EHG, but I just wanted to voice it nonetheless.
If you say so, but disagree. Looks bad to me.
…that you have to click significantly more than you would if it stacked. This isn’t a good reason to not stack these identical items. Why leave in anything that is likely to frustrate and irritate players? If someone is going to poke you in the eye every minute for your the rest of your life, and you tell them to stop - and their answer is “all you’ve got to do is wear a crash helmet 24/7 for the next 40 years” you can see why this wouldn’t be a useful response. NO. STOP FKN POKING ME, ASSHOLE!
As a slight aside, I’m not entirely sure why the shards don’t instantly get applied to the crafting bank though either as they aren’t tradeable. Keeping them in the bags is a way to trade them from HC to SC - but this can’t be why it’s like that… shrug
I kind of expect that this might happen to me as well but why leave in anything that is likely to frustrate and irritate players. It’s already grating a bit on me and I’m probably not alone
please please please can we have an item (or at the very least, shard) pickup keybind? this counts for double if you are going to continue with the (frankly inexplicable) supposedly “non-automated shard pickup is a deliberate decision” nonsense. FYI deliberate decisions can still be shit ones. Of all of the possible gameplay choices, why the hell would you want to die on this hill. I swear to god if anyone says “but POE does this” remember this: this only counts as an argument if POE is objectively a perfect game, and it’s not. It is a shit argument. {GAMEPLAY}
soulfire bastion: getting “No translation found for " in Abilities” error - my dungeon key is PageUp {BUG}
soulfire bastion: dungeon ability is only graphically represented. protection type should be indicated by buff {GAMEPLAY}
disconnects cost dungeon keys because zones insta-reset. saving zones would make this a non-issue. HINT HINT. {GAMEPLAY}
Forge crafting inventory, cards detailing affix detail should not overlay the main screen as it can overlay cursor position and hide affix list. move to R of the window. {UI}
seafloor colloseum to thetima portal after lagon doesnt have a loading flash on screen before loading screen {GAMEPLAY}
teledji the merchant’s dialogue box at the start of “the missing merchant” is wonky “[f] speech bubble might as well” {BUG}
consider putting an “exit to desktop” option in the menu to the L of the mana globe. {UI}
Look at flame walker in the spellblade tree. this grants fire aura. Alt shows the damage per second and mana cost (n/a?) and that’s it. now look at incinerating aura node. this says “adds +3 to base fire aura damage/second”. this isnt helpful unless you know what the base damage of fire aura actually is - which you’re not shown on the tool tip for fire aura. it is fine to only show the damage/second scaled according to your %spell damage/%fire damage and all other modifiers as long as the bonuses you subsequently apply are scaled too. otherwise you might as well just say “adds some fire damage to fire aura” in incinerating aura because that’s just as meaningless. {GAMEPLAY}
Add keybinds for more abilities than just “the 5” you get. Restricting it is either discouraging build/playstyle diversity (bad), misdirecting new (ARPG) players into thinking in terms of “only 5 abilities”, and even if it doesnt do the first two, IT MAKES LIFE FKN AWKWARD. Let me have a binding for aura of decay so i can have an unspecialised transplant and a specialised aura of decay without having to manually flip the abilities on the hotbar in order to have an (essentially) passive ability and a movement ability (which MUST have a binding whether it’s specialised or not). {GAMEPLAY}
typo in “vessel of chaos” node in warlock 5 point bonus “aftive ailment overload” {BUG}
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I think I am kind of done with LE for now. There’s a lot of good things and the bones of an absolutely great game are in place, but there are just a lot of unpolished things that cumulatively make the game frustrating.
I definitely anticipate returning, with any luck once the level of polish has hit a point that you’re not constantly getting the eye twitch. Hopefully they will make good decisions that promote the fluidity of the experience, rather than thinking that subjecting players to water torture for some arbitrary reason is a good idea.
I am not interested in “the debate” of how and why they will make their ultimate decisions (or current ones for that matter) on these type of things - who cares what I (or you) think: the proof will be in their player retention and long term success.
rofl
I can’t fkn believe I read through all this just to come at this conclusion.
If you’re really not interested in debating it, and think no one cares what you think, why even waste your and our time on this gigantic list of “initial observations”? Seems like you actually think people care what you have to say, otherwise the list would be a lot smaller.
Honestly, this would more useful if it was posted as a Steam Review.
There’s a lot of actual good suggestions there, but they mean nothing since you’re not interested in debating them, hence they’ll never get enough upvotes from the community to catch Devs attention on what’s useful, since they prolly won’t waste time on such a gigantic thread with only 1 upvote. Hope I’m wrong.
I can’t quite believe I have to write this, but, because time is linear, the list was sort of started on the anticipation that I would get immersed in this game (it certainly was a possibility) and I’m just not.
Yeah, you’re probably right. But the game hasn’t grabbed me enough to be so invested in the long term outcome that I want to interact with the more… “interesting types” you find on game forums (and there’s plenty here). Whether they fix any of this stuff or not just doesn’t matter to me any more. If stuff evolves and gains the polish, I’ll come back, sure - but if it doesn’t I won’t feel any way about it.