[Maintained] Giga feedback google doc about UI/UX with pictures, gifs and stuff.

VERY CONDENSED TLDR:

I've made animated and non-animated changes for in-game UI / locations to discuss about:
Act selection window - https://youtu.be/rw5yi1CmZz0
Atlas window - https://youtu.be/2gOpYRJTWFM
Atlas scalable icons - https://youtu.be/iVi1Sx_0hLg
In-game Loot Highlighter - https://youtu.be/mEmVtKnJ_xI

And there is more in this feedback, these are just the biggest one, If you got interested, feel free to proceed further. Grab some food and drinks, it will be a long ride :D

https://docs.google.com/document/d/1jIP_qefeTR5C9OoNPAqu8vy_oKjlY4kLhm65dwH4qRA/edit?tab=t.0#heading=h.b4gs1pr6lmz5

This post and the document are still being maintained and i keep an eye on most published changes discussed in the document.

Added "Changes tracker" section in the document for ease of access to the recent changes. Listed changes will be updated in the document (media will be added when possible) and duplicated (probably text only) to a forum post for those who do not use google docs.

0.1.1 patch:
https://www.pathofexile.com/forum/view-thread/3695606
Increased how far you can zoom out on the Endgame Map on keyboard and mouse input, to match the zoom level on controller input.

0.1.1e patch:
https://www.pathofexile.com/forum/view-thread/3729207
The Teleport to Sekhema Trials button was added to the world map navbar menu.

0.2.0 patch:
https://www.pathofexile.com/forum/view-thread/3740562
Reduced the intensity of the fog in Delirium encounters.

The Reforging Benches in towns have been repositioned to more optimal locations. The Stash and Guild Stashes have also been slightly spaced apart to reduce misclicking.

The jumps performed when using Escape Shot and Toxic Growth now allow you to jump over enemies and small amounts of terrain. Vaulting Impact will also receive this change at a later date. (I haven't included these movement skills issues in the doc, but it was in mind so it's a welcoming change that is worth mention)

Hovering over a skill on your skill bar now displays a shortened description of the skill's behaviour, with a button prompt to open the skill information panel.


0.2.0e patch
https://www.pathofexile.com/forum/view-thread/3750853
During endgame a common issue is missing a Rare in the corner of the map that you didn't happen to explore. In order to mitigate this issue, we have changed rares to show up on the minimap at all times.


0.2.0f patch
https://www.pathofexile.com/forum/view-thread/3762929
Added the ability to bookmark locations on your atlas to find them easily later.
Shrines are now easier to click on.


Planned future QoL updates according to GGG posts:

TBA
Последняя редакция: bombomtroll#4206. Время: 16 апр. 2025 г., 01:29:15
Last bumped25 апр. 2025 г., 08:40:53
Damn, actual feedback and not whining about getting oneshotted.

Also, that doc has restricted access
Oops, updated. Thx.
Only one thing that might be problematic is ingame filter, because there's much more than just show/hide specific currency.

With current way we have filters we can set when that currency show up, when it hidden, stack size of that currency, when to show and hide that stack, customize that box of text, size, color, background, border. And it's just currency.

This might be too complicated to add all or most of functionality of current filters, but possible, i've seen good examples of filters and similar stuff in other games.

And it's either all or nothing because who know how that ingame filter would interact with normal filters we currently have.

Other than that, a lot of good stuff there that GGG should and likely will do.
bump
Do not sink :D
Neat ideas! I'd like to see way more detailed customization with ui and menus, hopefully they do have it planned and were throwing out POE basics.
Thx for commenting, it helps with post visibility.
I'll add my 5c.

World map is generally a mess, especially in Act 2. Why is the world map getting flipped & rotated around every playtrough? Stop that, it adds nothing but confusion. PoE 1 world map is vastly superior and more readable.

These icons are way too similar from afar. Town needs to be more obvious, since it's moving around:



I sometimes get lost in Act 2 map for a few seconds; searching where the caravan is, searching where the Sekhema trials are...

Quests are not obvious - again, Act 2 - did you even know that in spires of Deshar you get +10% lighting res, if you click on some pillar?? The icon for this quest is smeared into the background and unnoticeable.

Скрытый текст


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For the endgame Atlas we also need a way to set up our own waypoints / bookmarks / pins on the map. I want to bookmark some node (eg. Untainted paradise map) or 'region', to return to it at a later time. Create icons around the screen border, for fast travel between bookmarks (like we have for the pinnacle boss & ziggurat).
When night falls
She cloaks the world
In impenetrable darkness
If you want to see the real UX horror try playing controller UI on a TV while sitting further than 2 feet away

Nice post, UX being stuck in 2005 is annoying.

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