Picking wrong class ascendancy on accident

So you were tricked by a button?

Nice deflection after your argument fell apart.

What does it matter?

Why is it argued about?

Trickery is based on expectations, so yes… by said example it’s the case, the expectation of modern systems is to provide stop-gap measures against one-time choices in form of safety-measures deviating from default inputs.
Hence we can argue that indeed… he was ‘tricked’ by the system with that line of thought.

Does it matter though for the standardization of modern UI element guidelines? No?
Then who gives a shit?

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Way to admit you are wrong, hahaha.
If this is what you have understood from my answers I sincerely understand why your answers are the way they are. Hahaha, you are golden.

It is funny by the way how many people would be embarrassed to start a post like mine, but simultaneously so many have no problem showing off how they don’t seem to use their brain at all. Just a funny observation.

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There are choices that are important for some builds. For example, siding with the outcasts or Barrowholm because they’re the ones that have the gear you need. Or even just Kymon vs. Vigil. It’s easy to just mash through the dialogue and miss out on that.
True, you get 3 tries (one per difficulty) but it can still happen. And even if you do get to redo your choice in the next difficulty, that doesn’t help the current one.

So it is kind of not the same at all then since you have 3 tries seperated by a long stretch in between to think about it. Not anything like a locked in choice that once you press twice you cannot change until making a new character. Like I’ve said repeatedly, I have played games before. I know about branching paths that are not equal in terms of being optimal. This is not what I am talking about, you are comparing apples to oranges here.

I’m not saying that it’s the same thing. I was just pointing out another ARPG where mashing through the dialogue has consequences, as that was your question.
And it might be argued that having to wait for the next difficulty to redo your option is actually more punishing than making a new character in LE, since that will take considerably less time.

Please note that I’m not against creating protections for these situations in LE (and maybe in GD as well). Anything that helps the players minimize their possibilities of screwing up is a bonus for the game, in my opinion. That’s true of any software, to be honest.

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Listen to yourself, if I have played a lot of games do you not think I know that mashing through dialogue can have consequences? You are just being ridiculous.
Edit: sorry, I guess it could be that you are not that knowledgeable on the subject. In which case I’m sorry, but then maybe you should listen more to people who are.

So you reframed my question to fit your answer. The actual question was “Can you point out one other game that does it similarly?”

And to clarify, by “it” I mean character creation/class selection. And by “similarly” I mean presenting it in the middle of a dialogue without proper safeguards several hours into the game. I thought that was obvious what I meant but here we are :slight_smile: Now that that is cleared up you can see how your example is far from equivalent and actually an apples to oranges comparison.

If I left click through whatever and I missclick it’s my problem. If someone presses buttons like a maniac it’s their problem. There are a lot of games where you are able to “press button to skip”.

Why do you think EHG screwed up and they wanted to implement this in the first place? There were plenty of controller tests and this was a non issue for over a year. Guess why… because it obviously isn’t… no matter how much you want to think it’s an issue.

BTW haven’t heared anyone from EHG saying “We didn’t followed standards we are so sorry your standards aren’t met and we work on implementing all standards we find staring with the german DIN norm.”

Yes? So?
Still diverts from design standards and shouldn’t happen.

What’s your point? Has nothing to do with UIX design.

Because it’s industry standard for UIX design. They didn’t follow it in that case… hence it’s a mistake.

DIN is a drawing normative norm, not relevant to UIX design.
UIX design has their own norms, not following them generally leads to lowering the quality of the implemented UIs for a reason.

These standards have been implemented for specific reasons, often for far more serious situations then a wrong decision in a game. They’ve been also taken up by the gaming industry though since it goes in line with the processes relevant to a player experience which is as close to the ‘optimum’ as possible.

Hence not following those without clear-cut reasoning is just a divergence to the design-standards which likely leads to qualitative detriments.
In this case clearly that the functionality of the safety box is not given.

This entails solely to the base functionality of it, which makes it a meaningless implementation. Also since it diverges from the functionality with mouse + keyboard it is a obvious mistake.

Once again… baffling that such concepts need to be explained to people here, knowledgeable in design-standards or not.
The sheer ignorance (and yes, I used that word intentionally) to uptalk a clear-cut functionality issue of a measure input in the game through nonsensical argumentation is ridiculous. A safety checkbox is there to provide a stop-gap measure by diverging from the default input by design so since that’s the case this is inherently faulty design hence since it doesn’t fulfill the sole function it has and that’s it.

If that concept is beyond anyone then there’s no saving grace left.

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This thread devolved into some real $#1T flinging, everyone lower your guns.

Do you think I am complaining about being able to skip? I think you misunderstood the whole thing, the skipping leads to bricking of your character is more the problem.

So they implemented the ability to skip dialogue but when you use that functionality it makes it an apparent risk to pick the wrong ascendancy. This is the issue.

Really? Like your name is irrelevant but do you need to make things up to have a conversation? Several people in this post have pointed out either that they themselves have done the same thing or that they have seen it mentioned by others before. So you literally have to live in a made up reality to even pretend to have a point. That this was indeed pointed out before and not yet fixed is still more worrying than the oversight of the implementation in the first place.

How is it relevant what they are saying? It is an industry standard that is not implemented. That is wrong no matter what they say. If it’s not I ask you to name one single game that has the same way of doing class selection several hours into the game in the middle of a conversation without proper safeguards. Otherwise it’s safe to say you are just talking out of your a about standards.

Maybe a community manager should have come said that a little earlier to the people trying to discredit and ridicule the people who want to improve the game. I think it is rather obvious that if there was not such a toxic culture here this issue would have come to surface earlier, several peopla said they already seen it complained about, and it is still not fixed.

If they really tested with controllers for a year and this is still an issue people must have been so scared to upvote or mention this problem in fear of ridicule, otherwise I see no reason whatsoever why it would still be in game.
So Irrelevant and his crew of sweet babies are actively making the game worse, maybe that is a more important point than being nice?

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It’s obviously an issue, but anytime something like this falls into the “skill issue” department certain people will appear and begin their banned R word elitism.

I almost hit the wrong ascendancy on my 4th character with controller so I can relate to the issue. The fact that there are people in here trying to claim its a non issue are arguing in bad faith.

As was pointed out earlier there is no downside to fixing something like this.

I made a spam “G” hotkey for Lost Ark. and even then my patience was tested greatly with that game.

Though I don’t believe there was a point of no return issue in that game due to this.

And skipped bibles worth of dialogue very very quickly in that pile of rubbish.

I think there might be a misunderstanding here, or I am missing something. I fail to see how the answer is connected to what is quoted :stuck_out_tongue:

Thanks for catching that I’ve been working all night I’m a bit tired.

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Seems like many can relate but a very small subsection see it as relevant enough to upvote, which is baffling to me. Like this super obvious super easy fix that will probably take 1 dev 5 minutes if even that to fix and will prevent probably more than a few players from loosing hours of progress is not important enough to upvote. But may be that I am missing something. Please enlighten me in that case.

It just might be that the team is operating on a list of priorities at the moment. Whatever is highest on the list gets addressed sooner than other things.

They might also be onboarding new staff from the surge in sales / support they received.

That’s my speculation on the situation anyway.

5 minutes to fix a bug adds up, you have to make sure that it doesn’t create new issues. whatever else they have to document or do in accordance of fixing a bug. ensure they’re not stepping on someone else’s toes. I’m not a professional so I can’t speak to the process, just bits and pieces.

But those 5 minutes can easily turn to 15, 30, 45.

I am talking about why there are only 2 upvotes on this post when so many seem to relate. If more people would +vote a post like this the issue would probably get resolved earlier. Is that not the way this system is supposed to work? People upvote things that they want to get to the devs attention?

And I am pretty sure it is a very easy thing to fix. They have a standard selection across the board that mostly makes sense so from that you can gather that they have an easy way of changing it. It is not the kind of interactions which in turn interacts with several other things so for this to escalate in any way would be a sign of spaghetti code if I ever saw one so I don’t think thats the case.

Edit: checked this with a developer of many years and he said “it is guaranteed to be a super easy fix”. Which reinforces my thoughts that the reason for this still being a thing being people not upvoting posts like this for reasons which are nebulous to me, like you for example, why did you not upvote this post? As well as people not making them in the first place in fear of ridicule by the morons we have seen in this post.

It’s part of what is called usability.

Error robustness is a keyword.

Usability has been discussed for decades, see ISO 9241-110 for example.

You can live in denial, if you prefer - but it is a standard practice.

EHG tries to adhere to this principle by creating a confirmation box in the first place. The UI mapping for controllers is implemented in a way that fails their intended design, since it allows a simple slip/lapse to lead to an undesired outcome for the user – with irreversible, lasting consequences of what should be a conscious choice.

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It sadly devolved as early as post 9 (maybe even post 2, with the “the issue is not real because I don’t have it” attitude).
It’s very easy to dismiss an issue as soon as part of the issue is a mistake from the player.

I guess they will patch the issue at some point, but it’s probably delayed because there’s a lot of urgent stuff at the moment.