QoL Issues


Angelxman81

 

Posted

I'd like to start this thread for people to post their top 5 I20 quality of life issue that they would like to see addressed.

Here are mine:

1. Reduce server-side lag.

Notable reliable examples include BAF escapees, canyon in ITF and mothership raids. This is particularly bad with people who have critical powers on medium to long recharge times. The UI says a power is ready to use far before the the server will allow it to be used. Sometimes powers take 2-15 extra seconds to activate after being pressed before they take effect making for very slow and annoying game play.

2. Have up to 4 powers be auto-fire instead of the current 1.

Consider making it so that at most only 1 damaging power can be set on auto to help minimize botting. For instance, my dominator would like domination, hasten, embrace of fire and destiny all on auto-fire.

3. Minimize/eliminate loading times.

I have a machine with 8 GB of memory, feel free to precache every adjacent zone and every mission that I have.

4. Reduce annoyance of cutscenes.

After watching the same cutscene 50 or so times, they get really old. Also, being able to chat with friends or do any non-combat functions would be very nice. I'd suggest an option that lets the cutscene to be played in a tiny window while allowing complete use of the regular UI except for not being able to use any power or move. Even better would be to have TFs and Trials have an option for whether to play cutscenes that the leader can select when starting.

5. Eliminate need to be in the same zone to start a trial.

Forming trial groups often takes much longer than actually running the trial and this is one of the major culprits. Being in a full zone while trying to get other members in is extremely painful.


 

Posted

1. Fix lag or stop designing encounters that invite it. If a map can't handle 24 people at a certain stage of a trial, change the trial. Period. The BAF becomes utterly un-fun at one point almost every time. Rikti raids are unbearable, etc.

2. Delete cut scenes or let us vote to skip them (like Guild Wars does.) I mean c'mon, these cut scenes are lame as it is. No voice acting, they use the same generic emotes. They pretty much look universally stupid.

3. Add a "backdoor" to maps so that escorting hostages isn't so painfully boring. You rescue them, show them the back dooor, mission over. Using my fingers, I can count the number of fun escort missions on a fist. Meanwhile, I don't have enough fingers and toes to count the number of times they've been painfully frustrating (hell, half of the captives don't know how to use elevators, STILL.)

4. EVERY mission objective should be audible. Hostages should scream for help. Destructible objects and "actionable" objects should make noise like typical glowies. Running around a map looking for random objectives isn't fun. At least if they make noise it's a little easier.

5. I don't know if it counts as QoL or not, but balance blast sets. I hate the fact that I can only really enjoy Fire because all of the other ones have such glaring holes. Obviously the devs are OK with the power of Fire, so in my mind the others should be worked on the bring them to its relative level of damage output so we can have a little more variety in what blast sets people play. Perhaps the only other blast set that doesn't need buffing is Sonic, as the power of its secondary effect may actually make up for it's lack of damage output, unlike any other of the sets.


 

Posted

Something simple that bugs me especially because I never hear anyone else complaining about it : have the "Memorized" recipes tab closed up by default like every other recipe, rather than opened up as it is now.


 

Posted

Rework the Powers Window.

Let us resize the window.

Separate the powers into tabs.

'Archetype' for Primary and Secondary pools.

'Pool' for Power Pools and Ancillary/Patron Pools

'Temporary' for (duh...) temp powers. And display temp powers in 3 columns, to reduce the massive amount of scrolling that'd be required otherwise.

Also, give it a 'Most Recent' Tab and let you activate powers from the window instead of having to drag them to a tray first, so that people can easily find the damn Molecular Acid and Pacification Grenades in Lambda and use them with minimum faffing about.

That'd be the biggest help with QoL that I can think of at the moment.

Oh, and I almost forgot.

Make the damn 'Friends' Window remember how you had it set up.

Having to Open Friends, Switch to Global Friends, then having to sort the names and click the little arrow in the lower right, every damn time gets tedious fast...


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Quote:
Originally Posted by Canine View Post
Rework the Powers Window.

Let us resize the window.

Separate the powers into tabs.

'Archetype' for Primary and Secondary pools.

'Pool' for Power Pools and Ancillary/Patron Pools

'Temporary' for (duh...) temp powers. And display temp powers in 3 columns, to reduce the massive amount of scrolling that'd be required otherwise.

Also, give it a 'Most Recent' Tab and let you activate powers from the window instead of having to drag them to a tray first, so that people can easily find the damn Molecular Acid and Pacification Grenades in Lambda and use them with minimum faffing about.

That'd be the biggest help with QoL that I can think of at the moment.

Oh, and I almost forgot.

Make the damn 'Friends' Window remember how you had it set up.

Having to Open Friends, Switch to Global Friends, then having to sort the names and click the little arrow in the lower right, every damn time gets tedious fast...
These are also great. I would like the game to remember to sort my salvage by rarity, as well.

Another one is fixing respecs. I wish it was like mids and just let you assign slots without having to "click to the next level" after assigning every slot. And changing it up so that we can take out more than 10 enhancements would also be dandy.

Bonus: YES I WANT TO SELL THAT SALVAGE. NEVER ASK ME AGAIN.


 

Posted

1. Allow Origin Temporary powers to be used in iTrials.


 

Posted

Want to touch on one or two here:

Quote:
Originally Posted by Dr_Dismemberment View Post
I'd like to start this thread for people to post their top 5 I20 quality of life issue that they would like to see addressed.

Here are mine:

1. Reduce server-side lag.

Notable reliable examples include BAF escapees, canyon in ITF and mothership raids. This is particularly bad with people who have critical powers on medium to long recharge times. The UI says a power is ready to use far before the the server will allow it to be used. Sometimes powers take 2-15 extra seconds to activate after being pressed before they take effect making for very slow and annoying game play.
/signed. I'm really surprised they didn't address this before (or while) adding the current two trials. It's been an issue for years, since people did Hami and costume contests. Not sure what *needs* to be done, but it really, really needs attention.
Quote:
2. Need up to 3 powers to be auto-fire instead of the current 1.
Likely won't happen, as an anti-botting measure.

Quote:
4. Reduce annoyance of cutscenes.

After watching the same cutscene 50 or so times, they get really old. Also, being able to chat with friends or do any non-combat functions would be very nice. I'd suggest an option that lets the cutscene to be played in a tiny window while allowing complete use of the regular UI except for not being able to use any power or move. Even better would be to have TFs and Trial have an option for whether to play cutscenes that the leader can select when starting.
I *believe* we've been told part of the reason we can't is that these aren't pre-rendered cutscenes (such as in Guild Wars or Aion.) The models are there and running through a script. When (for instance) Breakneck jumps down and rushes whatsisface, the NPC model is actually doing that.

The solution for this would have to start with creating pre-rendered videos as opposed to the scripting they use now.

Tiny bit of work...

As for my five, QOL specific:
1. Lag, as mentioned above.
2. Let me manually move contacts (like the architect studio manager) I'm not actually interested in to "inactive." Seriously. I've done the tutorial. Leave me alone.
3. Recipes - keep "Memorized" closed unless I open it, thanks.
4. Let me hide and reorganize salvage tabs. I have 280 characters or so. I'm reasonably sure at least 200 of them have no base salvage at this point.
5. Labels/whiteboards in bases. The MOTD is nice. Labels and such would be more useful.


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
1. Allow Origin Temporary powers to be used in iTrials.
Yeah, I heard mutagen is poison for Marauder!

I have general QoL improvements:

Offline SG invitations for our own alts.
Better respec system (Right now is too damn tedious to do it)
Skip cutscenes. Even better, change them into comic style cutscenes, draw by David Nakayama, in motion with the dialog box. That would rock.
Allow us to delete day jobs powers, just like the temp powers.
Add up to 5 items to attach in an email.


 

Posted

Fix the damn prompt windows for "Hide Useful Salvage Warning" and "Hide Large Auction House Fee Warning".
SERIOUSLY! We have similar prompts for like 10 other options and the rest of them work perfectly. You can turn the damn things off and they STAY OFF. For these two to still be malfunctioning makes the programmers and managers look . . . let's be polite: less than competent.

Make power animations work all the time. Sometimes they simply don't play. The power activates and the effect goes off, but there is no animation. So I try to do it again, since I think it didn't work.

Have a secondary group of 'downgraded graphics settings'. I accept they can't simply make the lag in raids go away, but I'm not going to go into the menu and change a dozen settings. Give us two memorized groups of settings: Regular and Raid. Give us a /slash command to set them.


Paragon City Search And Rescue
The Mentor Project

 

Posted

- Pop Up Message settings should stick to new characters after you change it the first time. I really dislike getting those on every single character I make. I believe the desired behavior happens with certain settings like seeing Enemy private messages.

- I'd like the default tab order to be set to something like All, Invention, Special, Incarnate, Event, Component, Base and then let us drag and rearrange if further order customization is desired by a player.


My Corner of DeviantART

The Queen's Menagerie

 

Posted

I agree that we need to be able to set more than one power on Auto fire. For example, my DM/SR scrapper needs to have both Hasten and Practiced Brawler on auto. My DM/Regen scrapper needs Hasten and Dull Pain on auto.

But having 3 like the OP said is good too.


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OMG!! Please add these costume designs now!

 

Posted

Reading all these great responses, really made it obvious that I have another set of 5 QoL issues that I'd really like to see improved.

1. Eliminate time to redraw weapons.

Many class combinations are made inferior to completely unworkable because of weapon redraw issues.

2. Don't root during power activation animation or allow ability to cancel power activation.

Instead of rooting during a power activation animation, make it so that if you move, then the power is canceled instead. Maybe make this optional for people who are used to the old way. Clearly having some mechanism to cancel a power mid-flight is a good thing and movement is a pretty convenient way of doing it. An alternative would be to keep root, but make something like the jump key cancel the current power so that you can move immediately. This would probably make some long casting powers somewhat viable.

3. Another vote for improving the respec process.

The respec process is extremely linear, slow and frustrating. Making it behave much more like Mids would be a *huge* upgrade (really just have someone sit down and copy the interface or hire the current developer as a consultant). Taking Mids data chunks and trying to make a build as close to that as possible while allowing you to modify it would be wonderful. Having a respec option that just lets you loot the current build quickly would be great. Don't auto-fill the trays after a respec. Better yet, remember the placement of powers before the respec and for any common powers after the respec put the power in the exact same spot.

4. Another vote for having the ability to invite offline members to an SG to make it easier and safer to invite alts.

5. Another vote for fixing the "Hide Useful Salvage Warning" option.


 

Posted

Add "League window buff display" options.

Add a "show only buffs from self" option to the buff displays. This would help buffing characters, since everybody is running a million toggles and I can't tell at a glance if your Speed Boost has expired and I need to refresh it. The icons also take up half the screen.

Add various power effect suppression settings so low-end systems don't have to render every single power activating every single time. This becomes insane in a full league.

Stop resetting my League window to vertical every time I join a league. I like it horizontal. Keep it that way.

Another thousand votes for fixing the "Hide useful salvage warning" option. I polled some of my friends, and they polled their friends, and we all agreed it's annoying. Well, ok, I didn't, but I'm sure they would.

And #6 because I'm contrary: Add an "abandoned lab" near the market in Kings Row, and a lab near the market in Talos. Or add a Market in Founders' Falls.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
Originally Posted by Dr_Dismemberment View Post
2. Need up to 3 powers to be auto-fire instead of the current 1.

Consider making it so that at most only 1 damaging power can be set on auto to help minimize botting.
I'd rather they make some of the popular auto-fire powers (practiced brawler, hasten, whatever) into toggles instead. The whole auto-fire mechanic annoys the heck out of me.
Quote:
4. Reduce annoyance of cutscenes.

5. Eliminate need to be in the same zone to start a trial.
Definitely agree with these. Also they should eliminate the need for rogues and vigilantes to enter the appropriate side's map before joining a team.

Remember the autocomplete setting in the auction window. If I turned it off I want it off, dammit. Also give some third option besides autocomplete or autosearching-as-you-type. I shouldn't get horrible slowdown just for typing into a window.


 

Posted

Quote:
Originally Posted by Dr_Dismemberment View Post
1. Eliminate time to redraw weapons.
Uh...no. This has been discussed many times. We HAD "no redraw" and we didn't like it and asked for it to be added and it was and that was good. Short version: back in the day the redraw penalty was "baked in" into every attack. This resulted in stupid-looking, dps-reducing pauses even during continuous attacking. ADDING redraw penalty when you change weapons meant you no longer paid the penalty all the rest of the time, when you attacked continuously without changing weapons. Attack chains are now smoother and faster and do more dps. Furthermore, from game start most people assumed there WAS a separate redraw penalty (even though there was not, initially) because it's logical that it takes time to draw the weapon.

Now if you're arguing for weapons instantly appearing in your hand with no penalty whatsoever, well, the Devs have said that makes their animations look bad and they don't want to do it. I guess they might change their minds, but I'd say the odds range from "very much against it" to "not going to happen."


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Posted

Quote:
Originally Posted by Memphis_Bill View Post
I *believe* we've been told part of the reason we can't is that these aren't pre-rendered cutscenes (such as in Guild Wars or Aion.) The models are there and running through a script. When (for instance) Breakneck jumps down and rushes whatsisface, the NPC model is actually doing that.

The solution for this would have to start with creating pre-rendered videos as opposed to the scripting they use now.

Tiny bit of work...
Yep. Early on, there were stories of people being able to lock onto a target, hit follow and then show up in the cut scene, attacking NPCs as they delivered their dialogue. Never saw that, personally, but supposedly it happened.


Est sularis oth Mithas

 

Posted

Quote:
Originally Posted by Dr_Dismemberment View Post
3. Minimize/eliminate loading times.

I have a machine with 8 GB of memory, feel free to precache every adjacent zone and every mission that I have.
That's good for you. Not everybody has such a thing. The minimum requirements for the game still say 512MB.

Quote:
Originally Posted by Crazy_Larry View Post
5. I don't know if it counts as QoL or not, but balance blast sets. I hate the fact that I can only really enjoy Fire because all of the other ones have such glaring holes. Obviously the devs are OK with the power of Fire, so in my mind the others should be worked on the bring them to its relative level of damage output so we can have a little more variety in what blast sets people play. Perhaps the only other blast set that doesn't need buffing is Sonic, as the power of its secondary effect may actually make up for it's lack of damage output, unlike any other of the sets.
Um... they are balanced. Aside from damage type and secondary effects, blast sets are very similar. Not identical, but similar. Fire's 'secondary effect' is more damage, so when you compare a power from Fire to an equivalent power in another set, Fire almost always wins out for damage (though Blizzard can notably pwn Inferno in the damage department).

Quote:
Originally Posted by Memphis_Bill View Post
I *believe* we've been told part of the reason we can't is that these aren't pre-rendered cutscenes (such as in Guild Wars or Aion.) The models are there and running through a script. When (for instance) Breakneck jumps down and rushes whatsisface, the NPC model is actually doing that.

The solution for this would have to start with creating pre-rendered videos as opposed to the scripting they use now.
I haven't played Aion, but the cutscenes in Guild Wars are not pre-rendered. It's very easy to notice if there's a minion master in the party, as the cutscene scripting doesn't effect minions. They'll keep attacking any nearby enemies during the cutscene (though it seems they are prevent from doing any damage). Also, Guild Wars uses paper doll armor character appearances, so your armor and weapons are not set in stone; pre-rendering is impossible.

In fact, in the last mission of the Prophecies campaign, the effective difficulty actually changes depending on whether you skip a cutscene or not. If you watch the full cutscene, the final boss has to travel a long path to reach the staging area for the final fight. If you skip the cutscene, he's teleported there immediately. Considering the area has a number of tough enemies nearby, it's beneficial to watch the cutscene, so that you can pull the other enemies away before the boss shows up.

Quote:
Originally Posted by Dr_Dismemberment View Post
1. Eliminate time to redraw weapons.

Many class combinations are made inferior to completely unworkable because of weapon redraw issues.
"Inferior" is true, in the strictest sense of the word, but the difference is miniscule. "Completely unworkable" is a blatant lie if you're simply looking at DPS. It requires more effort to care about the difference redraw makes than it does to overcome that difference.

Now, if the complaint is aesthetic, that's a completely different issue.

Quote:
Originally Posted by Dr_Dismemberment View Post
2. Don't root during power activation animation.

Instead of rooting during a power activation animation, make it so that if you move, then the power is canceled instead.
That's unlikely to ever happen, for multiple reasons.

The power animations without rooting look extremely silly, which is at least part of the reason why we have rooting in the first place. If you made it so that attempting to move would interrupt the power, I know that a lot of players would start hating powersets they previously enjoyed, which is not something a developer wants to do.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Dr_Dismemberment View Post
2. Don't root during power activation animation.

Instead of rooting during a power activation animation, make it so that if you move, then the power is canceled instead.
While I would like it if rooting went away, that is NOT a good way to handle it. Queuing up a power to fire as soon as I'm in range as I'm charging into a fight is something I do constantly, as I'm sure a ton of people do also. Its immensely useful for ranged attacks. Also for those melee attacks that you might be slightly out of range for, you just move a foot closer, or just in range, and it fires without having to hit the power again. If anything queue'd up dropped as soon as movement occurred, it would become very annoying to play suddenly.

I think the rooting while attacking (you only root on powers that affect other players/NPCs, not self affecting only powers) is part of the balance of the game. Likely giving that up would end up in a nerf of some kind, like range or recharge, or something.


 

Posted

Quote:
Originally Posted by UberRod View Post
I agree that we need to be able to set more than one power on Auto fire. For example, my DM/SR scrapper needs to have both Hasten and Practiced Brawler on auto. My DM/Regen scrapper needs Hasten and Dull Pain on auto.

But having 3 like the OP said is good too.
Do you need them on auto, or do you just want them on Auto?

I never felt I NEEDED multiple powers on auto. On my Perma Dom, I found I just had to include keeping an eye on Hasten as part of it's playstyle (as I put Domination on auto).


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Pampl View Post
I'd rather they make some of the popular auto-fire powers (practiced brawler, hasten, whatever) into toggles instead. The whole auto-fire mechanic annoys the heck out of me.
Hasten isn't perma without a lot of global recharge. Practiced Brawler can be stacked so you don't get held by stuff like Master Illusionists, who can easily stack holds that ignore positional defense. If it were made a toggle, it would also cost a lot more end than it does now.

Every time you get annoyed by having to click Practiced Brawler in a set that is otherwise entirely fire and forget, go roll a Regen. Click away. Now come back to Super Reflexes. Still annoyed? Try Willpower instead.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
Originally Posted by Eva Destruction View Post
Every time you get annoyed by having to click Practiced Brawler
I'm not sure how to respond to this considering I explicitly wrote the opposite of what you think I wrote.


 

Posted

Quote:
Originally Posted by Pampl View Post
I'd rather they make some of the popular auto-fire powers (practiced brawler, hasten, whatever) into toggles instead. The whole auto-fire mechanic annoys the heck out of me.
Don't autofire it then! It's really that simple.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Arnabas View Post
Yep. Early on, there were stories of people being able to lock onto a target, hit follow and then show up in the cut scene, attacking NPCs as they delivered their dialogue. Never saw that, personally, but supposedly it happened.
I did a Lambda today where one of the league members had run out to the gate into the Lambda facility and was doing the Robot Dance in the background of Marauder's cutscene. It was hilarious...


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Posted

Quote:
Originally Posted by BrandX View Post
Don't autofire it then! It's really that simple.
Fair enough, I just don't like how they're pretty much designed to be autofired though. I really think they'd be much more fun and interesting as something that can be turned on permanently out-of-the-box (with costs to compensate) or something that can only be flipped on in emergencies or before big fights. Right now they're somewhere between the two and it doesn't suit my tastes.


 

Posted

Quote:
Originally Posted by Pampl View Post
Fair enough, I just don't like how they're pretty much designed to be autofired though. I really think they'd be much more fun and interesting as something that can be turned on permanently out-of-the-box (with costs to compensate) or something that can only be flipped on in emergencies or before big fights. Right now they're somewhere between the two and it doesn't suit my tastes.
If you have high global recharge, putting Practiced Brawler on autofire is detrimental in most content. Conversely, if you have low global recharge, putting Hasten on autofire can be detrimental. Nothing is designed to be autofired. Autofire is a convenience. And I like the costs just as they are, thank you very much.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World