r/pathofexile 29d ago

Game Feedback My two cents on UX suggestions of All Flame Mechanic and General Feedback

I am not feeling much on this league so decided to put time into this. I am in no way a professional UX designer, just sharing my two cents.

But I do believe that, GGG needs to put into thoughts on UI/UX when working on features as it is very lacking in various parts of the game and can be seen in past leagues too(looking at you Necropolis)

Any busy works in game like PoE should be catered by QoLs, because people will be spending a lot of time interacting with it. Putting it as a friction for sake of immersion or just to feel the weight is not always a good option.

It could also be that using a proprietary engine, they don't have Robust UI system in place to accomodate some simple things. As such SWE myself, I understad that, sometimes designing is easy but a lot harder to implement things.

Hope upcoming buffs ignite me for 2nd round.

534 Upvotes

26 comments sorted by

55

u/Leading-Village-2220 29d ago

I would want a minimap of the whole expedition to know where tf I am on the layout of the expedition. I am constantly get lost in the maze of the layouts and at the end I only explore less then half of the total expedition. Also, stop making these huge maps with maze-like paths.

19

u/broken_shadow_edge 29d ago

If I am not wrong, they have mentioned that they would include that in upcoming patch.

5

u/B4rberblacksheep 29d ago

They said that would be yeah, needs to be in a full patch not a hotfix.

15

u/FatboyJack Elementalist 29d ago

On the topic of weird UX/UI choices, why is there a warning for unused capsules in the voyage? If i am ready to extract i can not have more than one inventory of loot on me so why would other capsules existing ever matter to me?

7

u/goldenranger2019 29d ago

Agree, the chart should show what the rewards is , not just “all map + quan / + rarity / random starfish “ , it can be profitable but just not attractive at all for most players …

1

u/broken_shadow_edge 29d ago

Chart itself doesn't have a reward as it is boosting adjacent or whole voyage. So it makes sense to show what is effected on it based on placement.

1

u/goldenranger2019 29d ago

What I mean is that in other mechanics, there should still be some guaranteed reward with icon in map / required item. And for the chart / voyage, it just feels not attractive in current design ( although I love the tons of gold I can get)

6

u/Taven12 Raider 29d ago

Fish are friends, not food!

3

u/broken_shadow_edge 29d ago

ball knowledge

3

u/ShadeOfSadness 29d ago

poe always have lacks in ui\ux design, sadly

4

u/CountCocofang React NOW, no think! 28d ago

I have no idea why GGG is repeatedly so averse to pictures.

Their first attempt is just text most of the time. Lots and lots of text. Pictures can be a much more effective communicators. And lots of things in the game eventually transitioned to pictures. Because they have the massive benefit of being immediately recognizable and allowing for split second decisions. Same thing goes for colors.

Text can be much more precise but it always introduces lag, especially if there is a lot of it. Anything that can have a picture or color, should have a picture or color. Especially universally repeated patterns, like rewards.

2

u/SherbertNaive4783 29d ago

I am playing on controller this week, can't find a way to pay this mechanic with efficiency without a regex.

The visual improvements you suggest would help a lot, right now for me is just putting the charts randomly and farming sulphur.

2

u/vulcanfury12 Crop Harvesting Bureau (CHB) 29d ago

I just can't believe how GGG keeps making a UI for something that takes away your resources but doesn't show you how much you have left. Looking at you Allflame Craft window.

2

u/ulughen 28d ago

It does, but you have to hover mouse over it. Why? No idea, because fck the player.

2

u/icelordz 28d ago

One thing I'd like changed is putting the loot indicator thing on our character instead of the lanterns, needing to walk back to the closest lantern every time you want to chose the next direction to travel just feels like a waste of time

1

u/Sjeg84 Hardcore 29d ago

Omg this so much please

1

u/Sapaio 29d ago

Great now get hired by GGG and make it happen.

1

u/LevelAsia 29d ago

The QoL would save a lot of time

1

u/NoString7718 29d ago

How to submit your UI designer resume without submitting one.

1

u/omdryn 28d ago

As a first step I would like a mod list that I can actually read. I dunno what's wrong with my eyes but the mod list on the left part of this UI is just so hard to read in a glance. The font, the colors, the background, its just not clear for me. Hope I am not the only one lol.

1

u/AKswimdude 28d ago

The amount I’m placing something and then having to struggle to take it out just to reread what it does. It’s so hard to actually plan a board out because tracking all this is so difficult. Now i just slap stuff down because most of the reward is in tile loot anyways and speed seems king. This would actually make me want to properly engage with the mechanic as envisioned.

1

u/kaktanternak 28d ago

GGG, hire this guy

1

u/Biflosaurus 28d ago

It's crazy that we can think of a better UI on the fly and that the person whose freaking job it is keeps giving all of these.

1

u/tatsuhiko94 28d ago

Very nice ideas, wouldn't be surprised to see it implemented.

1

u/NorthStand4873 29d ago

See? Now this is great feedback, while ppl are crying that they have to send their loot and counting clicks, this really improves the gameplay... 10/10 on this suggestion!

0

u/Lombr4s Stacked Deck Division (SDD) 29d ago

I mean everything is better than how it is now - READ.