This is a feedback section of the forum, for players to provide feedback to the developers. Which the OP did. Messed the OP up themselves? Sure.
Not everything in the game needs or should have such measures, but this instance seems like something that should have one. The pop-up window to select it with a mouse is such a measure. You need to move and click to confirm, you need to look. For the controller, it’s just another button press. Rushed, impatient, user error - sure. A simple measure that doesn’t influence the game flow would be enough.
A line I would draw would be to ask the player for every item if it should be shattered. Instead, I would implement a pretty basic “item-lock” that is common in many games these days.
That’s not true (edit: that nobody had a problem with it). It’s a problem that constantly arises, that’s why UI/UX design matters. That’s why there are lock functions for items in many games so you don’t accidentally destroy or sell them, why there are ways to make sure you want to delete this character, why you can lock hotkey bars, etc.
Implementing some features that reduce user errors will save the support team plenty of tickets over the years
Stop replying to trolls. It’s literally the only reason they’re here to exacerbate frustration.
The issue does not happen using mouse + keyboard. I didn’t even get a warning message on controller. I literally did not see one screen about mastery selection. So, any other player who defaults to skipping dialogue is going to skip their mastery selection too, if they play on a controller.
May I recommend writing a report in the bug report section of this forum, specifically wording that the mastery selection screen was missing when using a controller?
Bugs have higher priority than feedback, usually.
Edit: just saw your edit, providing the explanation
Some people really have no idea about why there’s an “U” in the UI. Moreover, the same people cannot imagine other use cases that are maybe less “outrageous” yet end up in the same place. What about accidentally pressing A twice right before the selection because your thumb is already “tired” from smashing the controller after 3-4 hours or playing?
Agreed, from a dev perspective it is a trivial change (focus changed on cancel), maybe 10 minutes of work.
True, albeit also a UI design error.
Generally before one-time and important decisions there’s a failsafe system attached which enforces you to go through some hoops… for example a pre-chosen ‘no’ when asked ‘are you sure’ as a simple method.
This isn’t present, hence definitely something which can be improved.
It is not, it’s actually standard in UI implementation, not the exception.
Yes, but unlike the majority of the possible fixes this literally is a 5 minute fix for them. If switching the choice for the selection is hard then solely switch the function of said choice as well as the display.
It’s a ridiculously miniscule change with a big effect for the time investment.
And that this even can happen is something which shouldn’t be possible.
Also basic UI design. After making a choice the beforehand relevant actions shouldn’t matter anymore, it needs to be locked in without being possible to be switched.
Another nice fix which should be addressed.
‘Sufficient’ makes a ‘decent’ product.
Doing it properly as are the standards + going beyond is what makes a fantastic product.
Actually we do, since that’s being a decent human being.
Don’t hold yourself to double standards. If you expect others to be decent then be decent as well.
How so, explain.
A confirmation box defaulting to ‘yes’ is a nonsensical hoop without function. Those generally default to ‘no’ so multiple inputs (for whatever reason) are hindered to go through.
That’s not done, still his fault, still something to adjust nonetheless.
From a design perspective that’s called a ‘flaw’ by modern standards.
Sure, if you’re going by the standard of 15 years ago - which we luckily left behind in many ways - then it’s utterly fine. Nowadays? No.
It’s a go-to in this genre though. I get where you’re coming from, and it’s also something which always baffles me a bit overall.
But first and foremost ARPGs are played for the game mechanics, many fervent lovers of this genre have never seen the stories of the games they play through, solely following the loot, the levels, the gameplay itself.
I
Why a ‘no’ there? Is it because of the function being useless or you being - sorry to say it so directly - butthurt that someone else doesn’t appreciate the story in the measure you expect them to do as a baseline?
Because the complaint is a viable one from a pure UI standpoint, reason for it happening being nothing which even needs to be talked about. Why? Because it doesn’t matter.
Or… guess what? It should just default to ‘no’ like it is common with such security measures.
I know, hard to wrap your head around, it’s utterly unheard of, never before seen mind boggling changes in UI design.
But bear with me here… it… it really works!
You haven’t taken much with you from those days though sadly. Outside of notations relating back to them.
Deviating from the basic input of ‘A’ for such situations is the norm, not the exception.
We have a safety measure which is wrongly done.
If there exists a safety measure, shouldn’t it do exactly what it’s supposed to do? Namely making sure you don’t by mistake chose the wrong selection, having a ‘second chance’?
That’s all it needs to do, not more, not less.
100% of the quests can be chosen and finished by repeatedly pressing ‘A’ in the game, so a deviation from that is all that’s needed.
Also by your logic we can also say ‘we never need any safety measures, they’re useless, you always made a mistake yourself’ and yes! You’re right with such a comment even!
Nonetheless they exist, do so for a reason and should be appreciated as well.
So the ‘line’ is ‘standard input is changed’ and be fine with it. You need to fuck up double in that case, and one fuck-up is allowed, twice is your own fault in all cases.
Not the norm, given there’s millions of applications/games out there and thousands doing it we can definitely say ‘They’re doing it wrong’ since seemingly there’s a reason behind the decision of the others which has also been proven to avoid dumb mistakes.
Yes, having a topic about an issue which needs someone to read 30 minutes through rather then taking 5 minutes to implement a solution clearly is a ‘cost - benefit issue’ as you call it. I agree.
But… it’s not. Deviation from standard input is the norm for safety boxes, not the exception.
We have loads of changes which needs a multitude of resources with vastly less impact. So… I would say it falls in the reasonable list of changes.
How so? I haven’t seen any inclination to support your argument there.
I am not “butt-hurt”. I am bewildered. The reason it is a no for me is because it is a very simple and clean engagement. Short of “Press a button to contact a dev to hold your hand while you go through selecting a mastery”, I am not sure what you expect.
Because basic common sense is needed for any game.
Oddly, this quote is often associated with Einstein but it was never proven that he actually said it. It sounds like it is something he could have said but there is no proof.
Are you absolutely sure you want to select this Mastery?
Please input the confirmation code sent to the Email Address and Text Phone Number associated with your account. Please enter these 256-digit alpha-numeric sequences, along with the ID10T safe-word you provided at account-creation.
Once these safety measures have been completed, you will be contacted by an EHG Mastery Selection specialist, to review your choice, to ensure it fits with the playstyle you are expecting. Please allow up to 4 business days to be contacted.
It’s not about mouse and keyboard, it’s about a controller.
If you are spamming A through dialogues, you won’t even see the message, as you have already pressed A multiple times before you could react. The people complaining didn’t get to chose, basically the choice section had been skipped because they were doing something the UI didn’t expect.
The change requested is minor : by default, A doesn’t validate your choice if you haven’t pressed left or right to change button selected to “Yes”. That way, when spamming A, you find yourself naturally stopped at mastery selection, and the mastery choice isn’t skipped.
It’s not a double-check, it’s just a fail-safe for an extremely common attitude in the genre : skipping dialogues.