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📝 Dev Discussion - Alpha Two UX/UI

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Comments

  • RaspberryHeavenRaspberryHeaven Member, Alpha Two
    • The first is the obvious one, the new skill point warning. Right now allocating a 3 point stamina skill leaves you with a leftover point so there's no way to remove the attention grabbing notification by spending it, I think left clicking it should open the skill tree and right clicking should permanently remove it. Then there's the minimap that consistently resets its zoom level whenever you go back to character selection, these settings need to be saved between sessions/characters. The artisan tab (especially now with the addition of recipes we don't have unlocked) shows unusable and unobtainable recipes that have no business showing up. Targeting tabs have different sizes depending on what you are targeting and that can be quite inconvenient with some HUD settings, causing overlap. Last I checked, a mob with a tag placed on it doesn't disappear after being killed, baiting people into thinking someone is sitting on loot again (waiting for the timer to run out to pick up items without rolling for need). The size of your inventory window is capped at the size of your equipment tab which barely covers 1.5 loot bags and makes inventory management a chore. There's more but we'd be here all day.
    • Wouldn't have asked for it normally but we just got crafting trackers a couple days prior so I think it'd be nice to be able to right-click a mob and add its type to a kill list and record everything (EXP, mats, gear, reputation) you have gained by farming those mobs since last login.
    • Honestly not a fan of circles, having a divine power bar between HP and mana would confer more data and make it easier to estimate if I have enough to skip the next spell's cast time. When it comes to bard, you can split it into 10 equal parts and highlight the last 3 when attacking to show they will be consumed by a finisher.
    • Pet UI is working as intended but the pets themselves do not. Vessels seem to have a mind of their own considering how often they choose to attack anything but their designated target so being able to select one of the tags to be used by a vessel to show their current target would be great if only to prevent the frustration of wasting essence. Aside from that, queueing several move commands in a row to have my vessel patrol/kite the enemies is an RTS staple and is needed to actually play summoner like a summoner and not a DoT oriented mage.
  • HalveHalve Member, Alpha Two
    edited November 13
    Having to squint at buffs to see what someone is being affected by is a bit of a pain. Maybe there could be an option to highlight/embiggen specific buff icons?

    Action camera could use improvements, maybe I missed some settings, but a lot of targeting information seems to vanish in this mode.

    Something has to be done about nameplate soup in crowded environments. In tab mode, the names could stack up vertically if there's too many in close proximity.

    For action mode, any nameplate not near your reticle could collapse into a more basic/less intrusive icon. The revealed nameplates could still stack up if there are too many targets in front of each other.

    I'm not sure if it's even possible in a traditional MMO like this, but I'd love if it was actually viable to play with minimal UI and let the animations communicate most of the important information.
  • ZekethephoenixZekethephoenix Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    My current issues with the UI/UX is that NPCs with quests are very hard to notice. There's no direction towards any kind of quest path at the beginning of the starting zones. (Anvils being much better but only because I've played a while and know what the icon/nameplate looks like.)

    The general UI (bags, crafting, character sheet, etc.) has a very old school feel with no sense of wonder. I'd like to see a UI that had more "POP!". For example Guild Wars 2 has a pretty good "feel". Black desert online is closer to yours and I also don't like their UI even after 500+ hours.

    3rd person action cam feels tacked on and buggy. I only find it viable on dps classes. Swapping between it just feels like a buggy extra step. There's some kind of instantaneousness in swapping to the over the shoulder camera that kinda hurts my eyes.
  • LakhesisLakhesis Member, Alpha Two
    Accesibility:
    I am colorblind, and i have some issues with some colors in the UI (and in the game), would be good a colorblind mode interaction, modifiable font sizes, better contrast modes.

    Parties and groups:
    The party system is not clear at all, would be good to have better ques and hints on parties stats, better colours to differentiate friends.

    Rezisable UI windows:
    Would be good to resize the frames of inventory, quests, and other windows in the game. Feels like sometimes the windows are huge or small, and makes it difficult to interact, read or stuff.

    Better UI/UX:
    To be fair, the font and the graphic style of the UI feels super old and boring, i get the style is trying to be similar and represent like this medieval/old style, but probably would be good to have a more modern UI and use other stylish graphics to make it feel more like you are trying to do. The typography selected is hard to read on small windows, and also to read long text paragraphs makes it boring and confusing.

    Casting and skills:
    Cast bars under the character, and timed status bars could be better, also better hints and cues for the chained skills should be more visually appealing, the little glow sometimes is not visible at all.

    Keybinding:
    Some of us use mouse with more buttons, would be cool to use those buttons as "clutches" instead of use of Ctrl and Shift keys. Also the Alt (or designated buton) + skill should be a good implementation to cast the skill on yourself. Instead of go and select yourself and cast the hability.
  • ashoneashone Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 12
    i would like to see a vertical action bar (or bars) for mounts ONLY
  • BillzbubBillzbub Member, Alpha One, Alpha Two, Early Alpha Two
    Being able to see what artisan classes your guildies have at each level above novice would REALLY be nice. Every guild currently has to maintain a google spreadsheet or some other mechanism of sharing this information.

    Also, the number of ingredients required to craft something is so small that I can't tell what they say even if I take a picture of it with my phone and zoom in.
  • xenith_terrekxenith_terrek Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited November 13
    Give the UI some much needed design love. Just some inspiration to run with.

    1jrjxlx96rjs.png
  • landraider933landraider933 Member, Alpha Two
    edited November 13
    • A hotkey for TURN ON autoattack. Currently there is only a way to hotkey the toggling of autoattack. It would be really nice to be able to mash a button a few times and know for sure that autoattack is turned on.
      _______
    • Please give adjustable settings for nameplates. A way to modify how stacked or un-stacked the nameplates are. For the interaction box (where you click to select a given nameplate), width and height sliders would be perfect.
      _______
    • The highlight which appears on the nameplate of your selected target is too subtle, and really easy to miss if there is basically anything going on. Ideally, would love to see settings for the thickness, color, opacity, and style of highlight around the nameplate of your target.
      _______
    • The buff and debuff display is frustrating.
    • The buff display limit is too low, which is compounded by the fact that:
    • Too many innates are in the buff bar. 10% crit from rogue is a good example of a buff that probably doesn't need to be there.
    • I think that the player should be given more agency in how they are informed of the status of things that your character should just know. Namely:
    • --The resources or self-buffs that are a core component of the player's own spells. e.g. class specific resources, the poison buff, advantage, stealth, mage shield, the mage's current element.
    • --The debuffs that the player inflicts on opponents. e.g. poison stacks, silence, trip, ect ect.
    • Interacting with these two types of information is less about trying to play the game and more about trying to wrangle the controls. Icon-hunting for your poison stack in a pile of debuffs isn't exactly enjoyable gameplay, and not what I'd say the game is trying to test us on.
    • In an ideal world, we would have the flexibility to display this information essentially however we want, which I realize is asking too much. A way to highlight specific buffs/debuffs (those described above) and move/resize that icon would be great, as would be the ability to add debuffs to nameplates.
  • MayhemMayhem Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    Action camera and targeting need work.
    (Ability press should always prio over weapon attacking = You press ability mid wep attack = ability happens instantly and not after weapon attack) Depending on what auto-attack settings you use, either abilities dont go off at all or makes it feels like they have extreme delay.
    (Remove abilities/attacks locking you to a target for the cast duration) Being force locked to a target feels terrible and messes with targeting.
    (Add Dual Targeting) If enemy and friendly are stacked, should be able to target both
    (Add Hard Lock Hold Enemy = Hard Lock on Enemy when holding down button, release to unlock. Keybinding should not overwrite another one = Possible to have Weapon Attack and Hard Lock Hold Enemy on LMB) Much easier, better and intuitive hard locking
    (Add Hard Lock Friendly)
    Add option to have Enemy cast bars shown under Enemy HP bar
    Add option to have buffs/debuffs shown above enemy Name (with filters)
    Self Buff and Debuff bars NEED filters
  • TraulqTraulq Member, Founder, Kickstarter, Alpha Two
    A simple but quick one - allow customisation of the mouse cursor size/colour.

    I’m forever losing where it is on the screen when there’s a lot of spell effects going off and I have to desperately try to move it to a corner to find it and then select whatever I was trying to do 😀
  • TreeMouseTreeMouse Member, Alpha Two
    edited November 13
    UI & Quality of Life Feedback

    1. Party and Raid Management

    * Suggestion: Allow players to reorder their party lists locally. For example, as a cleric, I’d like to move my tank to the top of my list.
    * Current workaround in guild: We have a tank form the party, so he appears at the top for everyone. It works for our guild parties, but it’s not ideal, doesn't really work in PUGs, and is only good for players like me, who prefer the tank on top.
    * Additional workaround: While this option isn’t available in standard parties, leaders can re-order members in raids, as you can convert to a raid, move players, and convert back to a party.

    ---

    2. Readability and Font Sizes

    * The numbers showing inventory in both banks and bags item counts and recipe requirements in the Artisan tab are way too small.
    * I can read them more easily in crafting stations, though I would still prefer them to be larger, even there.
    * Over the past year of play, this remains the most common UI complaint I hear from other players.
    * I do not struggle to read any other text in any other situation, including different games on the same monitor. I have a 27", the largest that will fit on my desk. It may be small for your current average tester, but it is a common monitor size, and I really don't think it's too small for your average gamer. It seems devs may overlook this issue because they may be testing on larger monitors. On standard setups, not all text is legible in all menus/windows. 
    * Suggestion: make font sizes adjustable. If larger text isn’t desirable for everyone, at least give us players on average monitors the option. It would be preferable if fonts were per-window adjustable.

    ---

    3. HUD Customization Limitations

    * Many elements of the HUD can be customized only if the elements you'd like to move are currently active. Ideally, all HUD elements should be available in customization mode, whether active or not.
    * This limitation makes setting up incredibly tedious. Setting up a HUD layout can take days, and you still discover overlaps during gameplay (e.g., caravan UI, mounts, raid frames). 
    * Another issue: HUD elements don’t scale dynamically or show their full scale. For example, the size of the raid frame in the HUD editor should be the size of a full raid. If you move your raid frame, but don’t leave space for a full raid, it can extend off-screen when more members join. It is not ideal to have to adjust this when you are actually in a full raid.
    * Anything not editable in the HUD, like all pop-up windows for loot drop rolls or quests, should also be movable and retain their positions, as the map does. 
    * Re: Summoner: An unedited HUD overlaps the summoner's action bar with the mount action bar.

    ---

    4. On-Screen Notifications

    * Temporary notifications that appear briefly on-screen block interactions with anything behind them.
    * For me, this slows down crafting, since I can’t click inventory items immediately after picking something up from a station. I have to wait for the messages to disappear or play a mini game of quick-click between notification rows. 
    * Do I need a disappearing notification? These same notifications also appear in chat, so they’re redundant.
    * Suggestion: if you must have these, make on-screen notifications optional, movable, or disable-able, or remove them entirely, since the chat log already covers that information. 
    * This would also solve the ever-present 'you have another point you can't use' notification.

    ---

    ### 5. Chat System Improvements

    * Chat customization is great in theory, but since some players don’t respect channel/tab separation, it becomes practically useless.
    * Some players auto-ban anyone posting in the “wrong” chat, which isn’t healthy for an economy that is dependent on player interaction.
    * Suggested feature: auto-routing based on keywords.
    * For example, messages containing “LFG” or "L F G" should automatically go to the LFG channel.
    * Messages with “WTS/WTT/WTB” or "price check" should redirect to the Trade channel.
    * If players try to send keywords in the wrong tab, it should either redirect or block the send.
    * Players who prefer all messages in one place should still be able to opt in to a combined view, but organization should be enforced.

    ---

    6. Chat Filtering and Language

    * The profanity filter blocks the middle of innocent words, even when there is no intent to swear, while failing to stop actual problem messages, which are easily bypassed with a few spaces between letters.
    * It ends up looking like a “Guess This Word” minigame in chat, which often leads to an obscure obscenity in a foreign language being openly discussed, ultimately and ironically, drawing more attention than your average curse word.
    * Suggestion: refine the filtering logic to include the spacing factor and to seemingly detect intent, perhaps by creating a list of exceptions (words containing these words, for example: baseball), or some other attempt to at least reduce false positives, so normal, reasonable communication isn’t compromised. 

    ---

    7. Player and Mob Information Visibility

    * It would be helpful to see more detailed player and mob information, not just a few visible, and then indicators like +9.
    * Suggestion: Offer the option to toggle cosmetics on/off to view another player’s gear, and to see what their mount is beneath any cosmetic appearance.

    ---

    8. In-Game Knowledge and Resources

    * Many players rely on external websites to find recipes, rarity tiers, crafting costs, gear, or mob levels and locations.
    * Many guilds also rely on out-of-game resources to track their players' data, like artisanships and levels.
    * Some of these resources are locked behind external resource paywalls. 
    * Suggestion: include comprehensive in-game references for these systems. Everything that might currently require an external source should be accessible in-game to keep the playing field even for all players. As a guild leader, I hope that eventually everything I need to successfully manage my guild will be provided in-game.

    ---

    9. Market and Search Functionality

    * The market currently only filters by rarity, which was excellent when it got added in, but searching still feels both limited and cumbersome, as you're overwhelmed by pages and pages to review for a single search. It seems it may be for effect, for that feel of really having to walk through a marketplace and find that special thing you're looking for, but it's certainly not practical. 
    * Suggestion: add additional marketplace filters such as novice/adept/radiant levels and artisan type.
    * Players should also be able to search by item type and/or category (for example: ring, armor, emblem) rather than by specific names. (Specific searches are even harder without hitting up that external website for names.)
    * Sorting options like (high to low/low to high) for price, rarity, or level would further improve usability.
    * Saving or recalling previous searches would also be a wonderful market-search quality-of-life upgrade.

    ---

    10. NPC Interaction & Confirmation Steps

    * Reduce confirmations and redundant interaction steps with NPCs.
    * For example, speaking with the storage clerk is redundant. The game should open storage directly, instead of requiring an extra step. Yes, I would like to view my storage.
  • CadrimCadrim Member, Alpha Two
    More support for artisan. I would like to be able to extract a recipe and fix it freely. It might be possible to map out in this open recipe which items are already in the inventory and in what quantity.
  • SocialroadsSocialroads Member, Alpha Two
    Pet UI is too large imo. Prefer it in a box, that is size-adjustable. Like it truly feels like its own ui component. (I realize that it is, it just doesn't "feel" like it.

    Also, more importantly to me, make the Inventory/Materials Bag UI window resizable. That thing is way too big by default. Making it resizable will allow it to fit the needs of everyone.
  • MultisaftMultisaft Member, Alpha Two
    Customizable mousecurser. Color and size at least!
    Adjustable castbar
    More skillbars, moveable, adjustable in size and how much buttons u need. Also horizontal and vertical alignment.
    Every bar needs to be assignable to whatever key we want.
  • CadrimCadrim Member, Alpha Two
    I can't tell if a player in the group is affected by a debuff. This information might be irrelevant to other players, but it's essential for a healer. Debuffs should appear separately from buffs, as usual.
  • CadrimCadrim Member, Alpha Two
    Bards manually announce their mana boost in chat. Each bard uses a different abbreviation, and it's impossible to know if they've forgotten it. This buff should be clearly displayed for everyone to see.
  • CadrimCadrim Member, Alpha Two
    As a cleric, I often don't get around to collecting my loot because I don't have time to search the chat for information. Therefore, all the information a healer needs should be clearly arranged:
    - Item obtained
    - Bard cast mana buff
    - Debuffs on player
  • AchiiAchii Member, Alpha Two
    The new character gear slots, it was fine before they changed where the earrings,rings go
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    Is there a system or menu you find confusing? What about it is confusing?

    No, but let me take this time to say that everything about repositioning UI elements is a disaster right now.
    You can work with things over time to get them in place, but both drag and drop and mouse positions on HUD are very jank to get places you want. Then when you do sometimes, they don't save.

    Not having the ability to use F13-F24 is a problem for MMO mouse users who value every key on their keyboards. Also, F11 has no keybind config and is stuck as a window toggle. It would be nice to have that key for other things.

    It would be nice if I could disable the "Skins" on UI and just have nice clean bars without all the crap on them.

    This is all menu related in my view and needs improvement. At a minimum we need FFXIV config without macros, but I would look at the top WOW GUI mods like elvui. If you don't want people to hack your game than you want to give them the features from those mods.

    I can't stress that last part enough. LIFE FINDS A WAY.

    TVMenSP.png
    This is my personal feedback, shared to help the game thrive in its niche.
  • AlfaKrqllAlfaKrqll Member, Alpha Two
    edited November 13
    Just the normal UI/Ux:
    If there is one thing i would really like to change, it's the fact that Items come before materials in inventory. When i first started playing this was very confusing. After some game play it's just annoying when i open my settelment inventory.
    - The scroll bar is way too small.

    If you try scrolling in the ability window, it doesn't go to the first line, you have to drag it. Small things like these add so much to the finesse of the game.

    The information given about abilities are not well explained. I've been playing for several hours, hitting shift very often, and frankly i still dont know what the different things do.

    Bard:
    - abilities: the enemy ability is far too hard to get a grip on.
    - according to a guide on YT, there are three different paths to gain abilities, and it's supposedly more strategic to only follow one of them? Is this true? How does it work?
    - when i change the location on me, and an enemy is close to my hot bars, the melody proc keeps on staying under me and blocks my view.

    Crafting:
    - The having to run back and forth to get material is too exessive. Too much grinding for too little gain.
    - It took me two weeks of playing before i figured out there's a list of materials needed for crafting.
    - i wanted to craft a fishing rod, but it took me ages to find the place to craft one! The first tab covers the entire list.

    Weapons:
    Info should be available without having to equip them. does bleed break stun? Simple information is too hard to get by

    Hp/mana bar is very vexing to move, it keeps skipping around.

    The first letter of your characters name is not automatically a capital letter

    These were some things from the top of my head, hope its understandable.




  • SecahSecah Member, Alpha Two
    I want to be able to see my dots that are affecting the enemies or the dots that are on me better, perhaps a scale, or even a way to seperate it from the health bar and scale it, or something.
  • BlaspherianBlaspherian Member, Alpha Two
    Needs-
    HUD Editor:
    • Cast Bar editable widget
    • Interact popup editable widget
    • Class Resource widget/Option to detach class resource from Nameplate
    • Option to disable windows/action bars
    Settings/Options:
    • Make Raid window collapsable/Lite mode
    • Font size options (seperate from Global UI Scale)
    • Cursor size options
    • Menu scaling options (seperate from Global UI scale)
    • Detach status effects from Floating Damage Text/give own category
    Other:
    • Battlefield Ping System (combat pings visible on field and maps) - can be a single basic universal ping or get creative with multiple (attack/retreat/group up/colors etc.) - only available in party/raid and only accessible to party/raid leader - settings (visibility on/off sound/no sound etc.)
    • Static cursor (doesn't disappear on camera turn)
    My MMO PvP EXP:
    - Shaiya circa 2007-2008 - Guild Wars 2 circa 2014-2016 - ArcheAge circa 2016-2018
    - Black Desert 2019-2024 - ESO 2021-2024 - FFXIV(fake pvp)2021-2022
  • KaroKhanKaroKhan Member, Alpha Two
    edited November 14
    Hud Components:
    Let us get rid of our class icon on our health bar.
    Let us get bar for class resource.
    Let us move our cast bar and our target cast bar.
    Allow nameplates to be customized w/ debuffs and castbars.
    Allow for something that makes procs more obvious, like weakauras.
    Add weapon cast bar with indicators of where you are in combo.

    UI:
    There should be option in menu, to not heal yourself if your target is LOS or out of range.
    If you have soft targets on, targeting yourself is difficult. Maybe add a modifier key to self cast.
    Need more bars and modifier keys like shift and shift ctrl or alt.
    In action mode, you can't display the health bar above the head.
    Allow health bar without name above head.
    Have option to rearrange team order, remove yourself from raid frames.
    When editing Hud, have things like raid frames, targets, etc. displayed.
    Having a stop action command would be nice. to cancel cast.

    Action vs Tab targeting:
    Allow there to be two different sets of keybinds, one for Action and one for Tab. I experiment with both. And I have to change my binds back and forth when I do.

  • HillwilliamHillwilliam Member, Alpha Two
    I only have one major concern with the UI/UX: Font sizes.

    This might be more of an accessibility thing, so I understand if it happens in a later dev cycle, but the font size for the in-game chat window is unreasonably small on my screen. I played the game largely without chat for weeks before finding a comfortable way to play close enough to the screen to see the text.

    Menus are fine, and maybe a little small, but still easily readable. The UI tool is plenty for this stuff, and menus are not really a problem. Some of the menu text (like for skill trees and tooltips) is still pretty small and i would adjust it if I could. but isn't *really* an issue like the chat window.
  • BrigadoomBrigadoom Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I have two requests. One, make the size of the inventory window scalable. Two, have more native information and explanations on Crafting Quality.
  • GreatPhilisopherGreatPhilisopher Member, Alpha Two
    TreeMouse wrote: »
    UI & Quality of Life Feedback

    1. Party and Raid Management

    * Suggestion: Allow players to reorder their party lists locally. For example, as a cleric, I’d like to move my tank to the top of my list.
    * Current workaround in guild: We have a tank form the party, so he appears at the top for everyone. It works for our guild parties, but it’s not ideal, doesn't really work in PUGs, and is only good for players like me, who prefer the tank on top.
    * Additional workaround: While this option isn’t available in standard parties, leaders can re-order members in raids, as you can convert to a raid, move players, and convert back to a party.

    ---

    2. Readability and Font Sizes

    * The numbers showing inventory in both banks and bags item counts and recipe requirements in the Artisan tab are way too small.
    * I can read them more easily in crafting stations, though I would still prefer them to be larger, even there.
    * Over the past year of play, this remains the most common UI complaint I hear from other players.
    * I do not struggle to read any other text in any other situation, including different games on the same monitor. I have a 27", the largest that will fit on my desk. It may be small for your current average tester, but it is a common monitor size, and I really don't think it's too small for your average gamer. It seems devs may overlook this issue because they may be testing on larger monitors. On standard setups, not all text is legible in all menus/windows. 
    * Suggestion: make font sizes adjustable. If larger text isn’t desirable for everyone, at least give us players on average monitors the option. It would be preferable if fonts were per-window adjustable.

    ---

    3. HUD Customization Limitations

    * Many elements of the HUD can be customized only if the elements you'd like to move are currently active. Ideally, all HUD elements should be available in customization mode, whether active or not.
    * This limitation makes setting up incredibly tedious. Setting up a HUD layout can take days, and you still discover overlaps during gameplay (e.g., caravan UI, mounts, raid frames). 
    * Another issue: HUD elements don’t scale dynamically or show their full scale. For example, the size of the raid frame in the HUD editor should be the size of a full raid. If you move your raid frame, but don’t leave space for a full raid, it can extend off-screen when more members join. It is not ideal to have to adjust this when you are actually in a full raid.
    * Anything not editable in the HUD, like all pop-up windows for loot drop rolls or quests, should also be movable and retain their positions, as the map does. 
    * Re: Summoner: An unedited HUD overlaps the summoner's action bar with the mount action bar.

    ---

    4. On-Screen Notifications

    * Temporary notifications that appear briefly on-screen block interactions with anything behind them.
    * For me, this slows down crafting, since I can’t click inventory items immediately after picking something up from a station. I have to wait for the messages to disappear or play a mini game of quick-click between notification rows. 
    * Do I need a disappearing notification? These same notifications also appear in chat, so they’re redundant.
    * Suggestion: if you must have these, make on-screen notifications optional, movable, or disable-able, or remove them entirely, since the chat log already covers that information. 
    * This would also solve the ever-present 'you have another point you can't use' notification.

    ---

    ### 5. Chat System Improvements

    * Chat customization is great in theory, but since some players don’t respect channel/tab separation, it becomes practically useless.
    * Some players auto-ban anyone posting in the “wrong” chat, which isn’t healthy for an economy that is dependent on player interaction.
    * Suggested feature: auto-routing based on keywords.
    * For example, messages containing “LFG” or "L F G" should automatically go to the LFG channel.
    * Messages with “WTS/WTT/WTB” or "price check" should redirect to the Trade channel.
    * If players try to send keywords in the wrong tab, it should either redirect or block the send.
    * Players who prefer all messages in one place should still be able to opt in to a combined view, but organization should be enforced.

    ---

    6. Chat Filtering and Language

    * The profanity filter blocks the middle of innocent words, even when there is no intent to swear, while failing to stop actual problem messages, which are easily bypassed with a few spaces between letters.
    * It ends up looking like a “Guess This Word” minigame in chat, which often leads to an obscure obscenity in a foreign language being openly discussed, ultimately and ironically, drawing more attention than your average curse word.
    * Suggestion: refine the filtering logic to include the spacing factor and to seemingly detect intent, perhaps by creating a list of exceptions (words containing these words, for example: baseball), or some other attempt to at least reduce false positives, so normal, reasonable communication isn’t compromised. 

    ---

    7. Player and Mob Information Visibility

    * It would be helpful to see more detailed player and mob information, not just a few visible, and then indicators like +9.
    * Suggestion: Offer the option to toggle cosmetics on/off to view another player’s gear, and to see what their mount is beneath any cosmetic appearance.

    ---

    8. In-Game Knowledge and Resources

    * Many players rely on external websites to find recipes, rarity tiers, crafting costs, gear, or mob levels and locations.
    * Many guilds also rely on out-of-game resources to track their players' data, like artisanships and levels.
    * Some of these resources are locked behind external resource paywalls. 
    * Suggestion: include comprehensive in-game references for these systems. Everything that might currently require an external source should be accessible in-game to keep the playing field even for all players. As a guild leader, I hope that eventually everything I need to successfully manage my guild will be provided in-game.

    ---

    9. Market and Search Functionality

    * The market currently only filters by rarity, which was excellent when it got added in, but searching still feels both limited and cumbersome, as you're overwhelmed by pages and pages to review for a single search. It seems it may be for effect, for that feel of really having to walk through a marketplace and find that special thing you're looking for, but it's certainly not practical. 
    * Suggestion: add additional marketplace filters such as novice/adept/radiant levels and artisan type.
    * Players should also be able to search by item type and/or category (for example: ring, armor, emblem) rather than by specific names. (Specific searches are even harder without hitting up that external website for names.)
    * Sorting options like (high to low/low to high) for price, rarity, or level would further improve usability.
    * Saving or recalling previous searches would also be a wonderful market-search quality-of-life upgrade.

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    10. NPC Interaction & Confirmation Steps

    * Reduce confirmations and redundant interaction steps with NPCs.
    * For example, speaking with the storage clerk is redundant. The game should open storage directly, instead of requiring an extra step. Yes, I would like to view my storage.

    honestly my eyes hurt when i try to read anything in this game or look at anything and thats for the UI the font is terrible and everything is too small , the world is as bad cuz its blurry af
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