I started playing with 1.0. Overall I have enjoyed the game and appreciate the work you put into it. However, the map/area exits are a constant frustration in every phase - both for a beginner in the story content and later on in more advanced areas like Dungeons.
PROBLEM - VISUAL LOCATION OF TEXT LABEL
The text label floats way higher on the screen than the graphic representation of the exit. This means there are numerous locations (especially for a “north” exit) where the only way to bring the text label onto the screen is to move so close that you run right through the exit. This discourages new players from continuing, because early on you may have needed a lot of time and careful work to survive an area. You have a particular quest objective, and this exit may not be the one you need, but you can’t tell because you can’t see what it’s called. If you accidentally go through an exit before clearing it or its objectives, when you jump back the entire map has reset. And in places where this leads to a boss battle, you’re suddenly dumped into a scene without preparation.
PROBLEM - UNCLEAR EXIT BORDERS
The graphic representation of the exit (a door, cave tunnel, archway, etc.) is often just a cloud of mist. I appreciate the work that goes into the graphics and effects, but there is zero way to know where the threshold is for many exits. You’re basically walking through a dungeon and then hitting the event horizon of a black hole that sucks you in before you realize what’s happening. Which makes the next problem even worse…
PROBLEM - VERY LOOSE EXIT TRIGGERS
There are insufficient alert/confirmation features to trigger an exit.
Example: I was at Soulfire Bastion. I had loaded up a bunch of Observatory Prophecies on completing the dungeon and killing the Fire Lich. I was at a level where I had a good chance of defeating him, but not so high that I could just stand still and bash away. I got him down far enough that I could use my biggest attack that should auto-kill below a certain HP but it uses a lot of Mana. I cast the attack and run sideways away from him so I can regen Mana in case he survives. Well… he died at the precise instant I was running sideways, and the space I occupied instantaneously became the exit. I had one fraction of a second to see the screen fill up with all the bright gold unique/Legendary/special drops I’d earned, and then BAM I’m outside looking at the Soul Gambler, and a dozen hours of carefully built Observatory leveling and Favor farming to load up a big score… gone. Completely gone. All because the game map changed states right out from underneath me.
SUGGESTION
No, I don’t think you need some irritating “Are you sure” popup confirmation for every doorway; that would diminish the player immersion and the fantasy theme. But how about if you could fix all of the above with one change?
1) Move the text label to the graphical center of an exit, and make it clickable, just like loot.
We already have to click to pick up weapons, items, shards, and to activate shrines. If the text label is in the actual exit it applies to, then people simply move their mouse onto the words and click them just like they would loot. No guesswork about where the event horizon is. No accidentally running out when being chased – but also no popup stopping you from escaping if you WANT to get out quickly. You can still leave the visual/audible effect where the exit area lights up and the little /whsssh/ shimmer sound let the player know they’ve entered a doorway area. But it’s the click that triggers the action.