I’m sure you’re very busy working on the expansion, but please give my thoughts on improving your game a bit of time. I wouldn’t mind waiting a few more months to get these implemented.
Stash slots can be named and given a unique marking (+more shared inventory space, which is laready coming I believe).
Auto-pickup all components like potions and iron bits (really why would I not want to pick them up?)
Shared component stash that automatically collects & completes all components in neat alphabetical order, accessible for all alts, without needing to sacrifice a shared inventory stash for it.
Seasonal, online, competitive ladder events with a fresh start for everyone and a leaderboard (both hardcore and normal). I imagine this one isn’t easy, but I wouldn’t mind paying a fee for it. This kind of thing keeps the game alive for longer, and more interactive.
Improve the clarity of skill descriptions; do they affect only weapons, spells, both. The lore is fun, but skill clarity should be mandatory, not open to interpretation. After 300 hours of playing, there are still skills that I need to look up the effects/interaction of.
Pattern trader (important for online seasonal ladders). 10 Blood/Hearts/Brains for any pattern would be fine I suppose.
P.S.
Your game is awesome
Other players; feel free to add your own suggestion. What would you like to see added into the game (aside from the already announced awesome new content!)
Care to elaborate on this point or give any examples? Because as far as brief bits go, i’de say they explain restrictions on skills well enough without going into some of the deeper mechanics which i’de argue is what the Game Guide is for.
Edit: Though, after looking through some of the mastery trees, adding one or two bits such as Shadow Strike/ABB using both weapons when dual wielded might be warranted but i’m not sure what else could/should be added.
Seasonal, online, competitive ladder events with a fresh start for everyone and a leaderboard (both hardcore and normal). I imagine this one isn’t easy, but I wouldn’t mind paying a fee for it. This kind of thing keeps the game alive for longer, and more interactive.
This will never happen. The main focus of the game is single player and not multiplayer.
To be honest i don’t want resources that could be used to improve the single player to be wasted on something so minor like multiplayer.
IEE for example, speaks about draining energy, gaining energy, adding flat elemental damage, it converts physical to elemental damage and has a radius. This information could be structured in a way to increase clarity.
Examples of issues with people misunderstanding the skill or needing to explain it excessively:
Example of structuring the skill explanation:
Aura - Affects all allies within: 12 meters
Maximum Energy: -80
Spell Damage increased: +2 elemental
Weapon Damage increased: +2 elemental
Energy regeneration bonus: +8%
>Self only: Weapon damage converted: 4% Physical to Elemental
Original skill:
+80 Energy Reserved (ok this is clear I suppose)
12 Meter Radius (of what, the damage effect? or the aura?)
2 Elemental Damage (to what, spells only, weapons only?)
8 Energy Leech per Second (does it steal energy from enemy mages? Does it leech the player’s energy? tbh I’m still not sure what this does exactly, I think it removes energy from mobs?)
4% Physical Damage converted to Elemental Damage (weapons or spells, or both?)
Increases Energy Regeneration by 8% (Only when hitting, or always?)
This is the main thing that chased my friends off to Path of Exile, even though they think GD is a better game overall, the competitive, seasonal ladder was more rewarding to them.
While the single player aspect is fun, it is exhaustible and not very social.
As you discover new abilities, you will eventually stumble upon skills that deal % Weapon Damage. What this means is that the skill takes the damage and effects you would deal on a regular attack and multiplies it by the displayed %. This includes things such as life steal, bonus magical damage and chance on attack item skills.
This explains the energy leech and the flat Elemental damage.
Conversion is a special stat found on equipment and skills that changes one damage type to another. The way it behaves is different depending on whether it modifies a skill or is found on a piece of equipment.
…
If you have an amulet with 10% of physical damage converted to fire, that means that 10% of all physical damage you deal (regardless of source) will be dealt as fire instead. This calculation is done before any bonuses you receive to physical damage from Cunning, skills and equipment. What this means is that you can change the damage your weapons and skills do to suit the % damage bonuses on your equipment, opening up exciting opportunities for hybrid builds.
Lengthy but this again explains the Physical to Elemental conversion. With the chunk i pulled out, it doesn’t reference conversion on skills but in full, references the transmuter on Albrecht’s Aether Ray so one would come to the conclusion that conversion on skills functions the same way.
Some of the other things like the radius or energy regeneration can either be ignored (if multiplayer for the radius) or checked by referring to the stat on your character window with it toggled on or off.
Otherwise, there is a whole ton of information in the Game Guide and it is generally the first thing i suggest new players to look through when they start or if they have a question. I’m always learning new things from it and I’ve been playing for around 1 000 hours.
I have learned 90% through trial and error, which is a learning style not shared by everyone I suppose. For those who learn by reading loads from a guide, I suppose there is no need to improve tooltip clarity.
When desgining builds I still have to often alt-tab and wade through a swamp of information before reaching the detail I am looking for, which can be quite annoying. I think the lack of a well-detailed wiki is the core reason for this, but I admit I too am too lazy to edit it.
Example of an annoying question I had a while ago: which devotion skills proc damage when pets attack, and to what this damage scales (from +pet damage or from my +poison damage for example). This is all not described in game, nor in the wiki (as of yet).
The devs already said that this would cost a little too much for their current budget. So if you want competitive online i suggest going for PoE or D3 because it most likely won’t happen here.
To be frank, i’m kind of getting sick and tired of people asking for this for this specific game. The market is already over saturated with online games and single player games are starting to get less common.
The game is also not meant to be social on any level, so i don’t know why you are fixated on that.
Having a central resource for this sort of thing would be nice, can’t deny that and it would mean less questions on the forums or questions getting answered faster :rolleyes:.
I don’t believe it is the developers responsibility to do so however, not everyone who plays wants to know everything or else it bogs them down, confuses them, takes away their interest of the game when all they want to do is click things to death etc…
Already played D3 and PoE and prefer GD over them. No need to get upset, if you don’t like multiplayer, no one is forcing you to play it. I’m just saying that if they were opening an online ladder service, I would be willing to pay extra for access to that.
But what about the other suggestions? Not in favor of autolooting components?
I like the suggested format, and agree on rhe clarity of descriptions ad skills. I am not a fan of using external informatiojnsources, everything should be spelled out clearly in game.
Not upset in the slightest and even if i don’t care for multiplayer, it will still affect me and all other people that play this for mostly single player. All those resources that could be used to make the single player even better would be wasted on something so minor, something that is basically an afterthought. Multiplayer in this game is literally just for co-op and trading.
I’m all for suggestions to improve the game but they have to be either realistic or have to do with how the game was designed.
I agree with the autoloot pick up for components and naming stash pages.