Picking wrong class ascendancy on accident

Just enjoying your little tantrum, is all.

If you were here you would see what an inaccurate statement that is :smiley:
I’m having a great time, was pissed for maybe fifteen minutes when I wrote the first post. After that I have been chill af. But I’m glad you are entertained by your imagination.

When you get right down to it, our imaginations are all we have.

You have a really powerful imagination to be able to communicate with me through it, cool. Hahahaha

It would actually. Since more than half of all players have this behavior according to all studies I’ve seen, games should be tailored to this behaviour.
Or are you one of those SBI defenders who think games should not be made for gamers? It is such a weird way of thinking and it’s really not strange that triple a games are worse than indie games now thanks to this pandemic of this kind of thinking. In that case we would just have to agree to disagree, games should be tailored to gamers behaviours in my opinion.

Simple solution should be that by default no mastery class is selected, and you must tap left/right on the joystick to select a mastery box prior to allowing A button to select.

4 Likes

Yes problem is many people here are farming likes from people who can’t even defend their position when it comes down to it, people don’t appreciate logic and thinking and are more focused on how they are perceived, it is so funny to me. Instead of acknowledging that I have a point they start attacking me to score brownie points from other idiots and it actually works, haha.

No wonder the game still has these kind of simple issues still if people don’t want to point them out in fear of damaging their fragile egos or being ridiculed by some idiots, I mean they weren’t wrong but. Those people ridiculing only serve to stagnate the development of the game and they probably don’t even know it, because why would they then do it?

More on topic: It is a behavior of most players to skip dialogue so obviously it should not be designed like this.It is simple logic but too hard for many people I suppose.

Your solution is one of a couple that has been suggested and anything that works is good :slight_smile:

The reaction to this post could be the reason. People have fragile ego’s or don’t like to be ridiculed. Big surprise, haha.

Just gonna drop my 2 cents here. It’s common for other games to have some failsafe on these kind of options especially the “point of no return” stuff. Ofc this has never happened to me despite I mash buttons all the time too but I’m just always very careful on these things not to hit the wrong button by accident whenever there are choices.

Ok, I’m prepared to be ridiculed too. And no offense to anyone here. I just want every aspect of this game to improve including this one.

4 Likes

UI safety feature not diverging to a non-basic input?
Sounds like a UI coding error to me.

What else is there to discuss besides spewing randomness which has nothing to do with how UIs are designed properly?

It’s not allowed to happen as a basic design feature, it does, it needs adjustment. Simple as that.

Why it happens?
Who the fuck gives a singular shit? After all it shouldn’t in the first place.

Actually it is since that’s the function of a safety box, diverging to a non-normative input method compared to every other part of the game.

‘A’ is the normative, hence ‘D-pad then ‘A’’ or ‘B’ would be viable, it’s not, hence mistake.

If you press ‘A’ twice for any reason you probably won’t even see it. So how is the function of it fullfilled? Your example also is a wrong equivalency.

No, but some people love to argue for arguing’s sake, why this is even a contested idea is something which baffles me in the first place.

Then change that mindset because a safety box feature is there to take that thought process out of your hand. If it doesn’t it means it’s failed its function.

So after doing it by mistake with your second character it becomes fine? How many text prompts are there again before you get the one for the mastery? 7? 8? Do you know? Whoops… guess pressed the button one too many times! Oh well… your fault, start over, right?

That’s a dumb take for any sort of modern UI work.

Yes, why is it important? Nobody gives a shit who’s at fault, it’s bad design, hence fixing needed.
Everything else is your name.

But it isn’t…
For that exact reason…
You dismantled your own argument right there…

Don’t you see the irony in that?
The devs are clearly aware of what needs to be done and what a default input does. They just failed to implement it properly in this one situation.

Happens.
Fix.
Done.

Why is there a need for argumentation in the first place?

Is there another place currently which needs a ‘no’ default? Because I actually don’t think so.
The blessing choice doesn’t work properly with controller anyway, neither does the ready prompt in dungeons… so all the relevant spots - by design or implementation mistakes - are already foolproof.

Oh, you mean this Standard practice in UI design since roughly 15 years being too much now?

It’s a design standard for fuck’s sake. That’s there for a reason.
What if your button sticks lightly?
What if your twitch lightly at the edge of the recognition range for the button and double-press?
What if…?
That’s why this shit is there, but someone creates a premise around a reasonable fix while using their own mistake as a example and suddenly it’s not a reasonable thing anymore?

What the fuck is wrong with people nowadays?

Factually wrong since design standards demand to hinder people at any meaningful decision by a non-default input query.

Hence while the user is at fault the argument would not loose validity.

3 Likes

It obviously isn’t :man_shrugging: . You want it to be a standart isn’t changing the system in place and the inability of people of not clicking faster then they should if they don’t want to fuck up things.

Obviously this is a bad faith argument with no real merit or value of any kind, and it’s already been addressed. But to address the argument directly;
What is and isn’t worth it as far as safety measures to prevent people from doing stupid things?

  1. How common is the practice? Mashing “continue” on dialogue is incredibly common, almost everyone does it at some point. Smashing random arbitrary buttons in dialogue, not common at all.
  2. How severe is the consequence of the practice? In both cases you lose what like 5 hours of gameplay maybe? A bit more or less depending on you and your build and all? So hardly life ending but also rather inconvenient and annoying, might encourage someone to stop playing altogether.
  3. How easy is the fix? To change the default focus element of one window (whether the mastery selection screen, the confirmation prompt, or ideally both) is not even an hours work, it’s like 15 minutes work. The sort of thing someone might do when they finished their goals for the day and it’s 4:40 and they don’t want to start on anything else big. To prevent someone who is smashing random arbitrary buttons from getting somewhere undesirable, I can’t even fathom a solution, so needless to say a LOT of work.

So you look at that and say hrmm, the default behavior of people, I can prevent hours worth of lost work on their side (each) with 15 minutes of work on mine? Seems worth it. Some theoretical absolute buffoon engaging in a practice no one has ever heard of or seen, which would require hours of time to fix? Doesn’t seem worth it.

These are not unknowable, immeasurable things. Those sorts of decisions as to what is and isn’t “worth it” from a development resources standpoint are made all the time. This is not some slippery slope where taking care of the one thing means you must do everything to cover any course of action that anyone could ever imagine. As others have said, the number of idiotic, bad faith arguments in this thread is impressive in its own way.

That there is so much resistance to the idea of a simple, no brainer improvement to the game with zero downsides and minimal developmental cost is truly a very poor reflection on this community.

2 Likes

Because someone isn’t following a standard does not mean it is not a standard. Read up on what the word means if you don’t understand it before you comment.

Can you point out one other game that does it similarly? I’ll be waiting probably for a long time, because in my 30 year long time of playing probably thousands of titles I have not encountered this once before. Hence I mash through dialogue with no worries.

Yes, and if I were the developer or community manager I would try to correct this. Apparently the outcome is that people don’t want to suggest really obvious improvements to the game in fear of ridicule.

Actually, Grim Dawn has that issue for mouse and keyboard as well. There are options presented in the dialogue that, if you don’t know them, you’ll simply pick the first choice. I have to know which they are and be careful in those conversations.

What?
So if one company screws up to implement it one time it looses it’s position as a design standard? :rofl:

What argumentation is that? But thanks for making my day. :rofl:

It’s not even 5 minutes.
It’s switching the ‘yes’ and ‘no’ UI coordinates and switching the default choice selection… or you just switch the default choice selection even… which is a bit off-putting since you expect the selected option always to be left in western standards… but still functions.

True, it’s one of the weaker points of the game definitely… but also they put much more emphasis on deeper quest interactions, needing non-standard solutions and hence having to derive it partially from the provided text.
This necessitates to read it in the first place and act accordingly. It’s like a mini-puzzle in the dialogues.
LE doesn’t have that factor in the game which makes button-smashing for progression a viable - and clearly also expected - behavior.
As to why expected? Because the devs made it so every single quest can be finished and chosen be default-button smashing rather then causing dialogue-loops

I have played grim dawn. No, did not brick my character by mashing a through dialogue in grim dawn. Tell me what dialogue that will do that and I will check it.

As I have stated before, I have played games for 30 years. I know that games have alternate endings and branching paths that some are preferrable over others etc. This is not what we are talking about.

I picked my ascendancy when I created my character, on a consious basis. Then they present the actual choice a couple of hours into the game in the middle of a dialogue without safeguards. Something similar to this I have never seen before, but if you have an ACTUAL example go ahead. From my reading on it (and experience) the Grim Dawn example is not nearly the same. Does not trick you into making the wrong choice considering something you already decided on by presenting it in a conversation without safeguards. Not to my memory or from what I can read on.

“Tricking” implies intent to deceive. I’ll grant that LE does a bad job of holding players’ hands, but they have no reason to get players to make bad choices.

No being tricked does not imply intent. You can be tricked by an optical illusion that has no intent whatsoever for example. But good try at being smart again

Trickery absolutely implies intent. What’s more visual illusions are not forces of nature.
They are created by artists, psychologists or whoever with the intent to mislead our brains. They are like the button you click by mistake. It’s not the button’s intent that you click it unintentionally.

No it does not. Okay I will make it real simple.
You can be tricked by a mirror I placed somewhere (completely without intent) into beleiving something that is wrong. That an object is in a place where it is not for example. It does not imply intent of me or the mirror, you get it now? (that took you 10min, omg)

1 Like