We are currently investigating issues some players are having on the megaservers. We will update as new information becomes available.
We are currently investigating issues some players are having with the ESO Store and Account System. We will update as new information becomes available.
In response to the ongoing issue, the North American and European megaservers are currently unavailable while we perform maintenance.
https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
In response to the ongoing issue, the ESO Store and Account System have been taken offline for maintenance.

ESO Usability issues

PinoZino
PinoZino
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First things first, I like ESO a lot, the dev team did a great job. I'm wasting hours in this game and that's always a good sign.

However, some usability enhancements could improve the game a bit.

Usability what? Usability is about creating the best UI as possible for a specific audience doing specific tasks, using specific tools in a specific environment. In an ideal world the UI should be easy to use and easy to learn. In reality this is not always possible. Because by instance, both could conflict with each other.

These are my remarks for the Playstation®4 version of The Elder Scrolls®Online on the European Megaserver.

1) More feedback when you sold something

At the moment you just get a message that something is sold in the Guild Store.
It would be better if we received some more information:
  • The name of the item
  • The price
  • Where it was sold (Guild Store or Guild Trader?) and via which guild?
  • The name of the customer

All this information is already available, but you have to search deep and it takes some time.
As an extra it would be nice if we know what profit we achieved. That's rather easy to calculate if you use a FIFO-system.

2) REPLY functionality in our mails

We all reply often to incoming mails, a reply functionality would speed up and improve communication.

3) REPLY to a customer who bought an item

As stated in issue #1, you get a mail when you sold an item. It would be nice if we also could reply to the customer at that moment. Some of us like to send a ‘thank you’ mail or provide information about other items that could be interesting for the customer.

4) Sending the same mail to several players simultaneously should be possible

To avoid spamming, it should be restricted to own Guild Members only.
And no, MOTD is not the solution. Sometimes you want to send the same information to some players but not all.

5) The use of a few 'saved' mails should be possible

In particular Guild Masters often send the same information over and over again. They do it to welcome new members, to explain in short the guild rules, to warn a member when he violated the Guild rules, …
It would be nice if we all could use some 'stored' mails. It doesn't have to be an infinite number, 5 to 9 mails would do.

6) The use of confusing labels for staffs

In the woodwork shop they are called: Inferno, Ice, Lightning and Restoration . But in the Guild Store they suddenly got another label: Flame, Frost, Lightning and Healing. At least, 3 of them.

Why not using the same names?

7) Sort the items in the Guild Store alphabetically

When I have to search for a specific Green Recipe in a Guild Store with a long stock list then I have to browse item per item, which takes a long time. And often I browse a bit too fast and miss the item that I need.

8) Keep the avatar on the mount after it is trained at the stable

It's allowed to start communication with the Stable Master when you're on a mount. After the training you are with your feet on the ground.
When you buy something in a store at some marketplace, while you're mounted, you're still on your mount when business is finished.

Why would you opt for another kind of realism and playability in those 2 cases?

If you are mounted, you still should be on your mount when you finished the training. It would speed-up the game experience a bit.

9) Give Enchanting a memory

If you created by instance a Trifling Glyph of Health, the game should remember which Runestones you need for building a new Trifling Glyph of Health.

Currently we have to check a website or our own notes. No way, that one can remember all the Runestone combinations for all the Glyphs.
However, this aid should only be possible once you created a specific glyph for the first time. It's good that we have to do our homework to build a specific Glyph.

But once you learned it, the game should store that information for us.

10) Improve the use of a keyboard

Yes, some people use a keyboard. Sure when they are mailing people.

When creating a mail, we still need our gamepad to jump from the 3 input boxes (recipient, subject, message).

Allow the use of the TAB key to jump from input box to input box and SHIFT-TAB to return.

11) When entering the outlaws refuge, we should be in the room with stores immediately

Currently we do have to walk or sprint a bit, which takes time. Like it is now, it’s more realistic, but games doesn’t have to be realistic.
Nothing happens during that little walk and that’s boring. A shortcut would give the game more speed and gives us players more time to do something different with the gained time.

12) Give us Guild Masters info about the Guild Members

Provide a list with players who are not active, when they were online the last time, sale figures, etc.

13) Give us feedback if we researched a trait for a weapon or apparel not earlier

It would be easier to decide if a specific weapon or apparel is a candidate for deconstruction or sale.

Currently I have to check my notes or switch back to the research trait screen.

14) Give us an option to show only the unlearned recipes in the Guild Store

Most of the time I’m only interested in recipes I didn’t learn before. It would be nice if we had the option to show only the unlearned recipes.

15) Do updates and maintenance at night

Most of us are sleeping at night, in the daytime and in the evening we want to play. The night is probably a better moment to update and perform maintenance.

16) More stats

Not a real usability issue. However, I (and I’m not the only one, I guess) would like it a lot when we had more stats.

Kill numbers, items sold, profit made in the Guild Stores, etc…

And of course, I would like to compare these stats against all ESO players and players of my guild(s).

17) Give Guild Masters (and anyone with the rights enabled) the power to unlist items in the Guild Store

Some guilds do work with fixed prices, others don't allow price cutting and most guilds don't like it when one listed an apple for 100.000 gold.

Currently, we can only mail a member asking him to unlist an item. Or we could kick him out from the guild.

The mail doesn't work well, because not all the players are online every day. Guild kicking works, but some players will not return anymore.

18) Show 'Recipe already known.' on top and not at the bottom when browsing for recipes in the Guild Store

It's related with issue #14, but different.

It's nice that the game is providing us data about already known recipes, but the location is not the best. It's now written at the bottom of the description in the second panel.

However, when the description is a long one, you can't see it unless you would browse.

It would be better if it was located at the top.

Like it is with motifs. If you see a motif you already learned, you get the message 'Already in your library.' at the top.

There's a workaround for the recipes: put your right stick of your gamepad down and browse with your left stick through the recipes. But it's clear that not everyone will detect this. It's still better to put the 'Recipe already known.' on top. Like it is with motifs. You would increase both the 'ease of use' and 'ease of learning' and the UI is more coherent.

19) *BUG* We can't see the prices anymore when you browse for all the items in a Guild Store at the bank

Before the update of yesterday (16 September 2015) you could see the prices of those items.

There's a workaround: just select the item, like you would buy it. It will provide how much it would cost.

But it's obvious that this workaround is a time-consuming solution.

20) *BUG* We can't see the prices anymore when you browse for all the items in a Guild Store at the Guild Trader

It's the same bug as described in issue #19, but it seems that the problem arise with Guild Traders too.

21) Add a permanent mini-map to the game

While we all know our way around Tramiel, uhm, often we have to stop walking and consult our map to check if we’re walking in the right direction. With a permanent map we would win some time and avoid some clicks. It’s more safe too, because while consulting the map we are distracted, a mob or another player could kill us.

22) Make the destination marker more clear

We can select some destination on the map. Later a symbol in the top bar shows eventually a marker, so we are sure we’re heading in the right direction. And that’s nice.

However it’s sometimes hidden below some Quest marker symbols and making it hard to recognize the user defined destination marker.

You could make sure it’s always on top of the other markers, give it another colour, make it bigger, put this very important marker below or above the bar, or you could use another solution

23) Add the distance in numbers below the destination marker

It’s related with issue #22. After you selected a destination on your map, you should not only see the destination marker in the top bar, but also the distance in meters or miles. And it should update instantly. It helps heading in the right direction a lot.

24) Give more feedback while showing the loading screen

Give us an indication how long it will take before we can actual play.

There are several solutions, standard is showing a graphical status line, which is increasing while the game is loading.

Not only is it helpful (the user can decide if he has enough time to take another beer), it’s also distracting the user at such he’s having the perception the loading screens are visible shorter than they really are.

25) Make sure we have time enough time to read the hints while showing the loading screen

Very good idea to show them. But often a normal human with a normal reading speed doesn’t get time enough to read the entire hint.

There are several solutions:
  • When the game loaded the next section, make sure the user has to press some button to continue. Now he has time to read the hint and he can decide by himself when to go on.
  • But better is to create an algorithm which would calculate how much it would cost to read the hint (it’s a mix of the amount of words and the length). Add some extra time for the slow readers and compare this final time with the time the loading screen was visible. Only when there was not enough time to read, you should show the ‘press some button to continue’ message.
  • Another nice solution comes from @Gidorick, he described it in his Informative Loading Screens Concept thread and is really worth looking at.
And of course, as usual, other solutions do exist as well.

26) Incoming mails aren’t appearing instantly

You have to log-off, switch a zone or send a mail by yourself to be sure all incoming mails are delivered.

I’m aware that you maybe have to do that cause technical constraints, however maybe you could deliver the mails in our inbox whenever we’re browsing in the menu and are hoovering above the MAIL menu item. That way it looks like the mail is instantly delivered.

Edited by PinoZino on September 30, 2015 12:24PM
Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

Visit our website: http://tradelodge.blogspot.com/
  • xeneblaze
    xeneblaze
    ✭✭✭
    Wow - it's like you read my mind! All of those things should already be in the game. The Guild Bank for instance, should have individual menu lists for materials, weapons, armor etc (like on the PC version) - its a total pain scrolling up and down a huge list when you have no idea where the item you are looking for is. And how I wish for the option to see, as a GM, when my guild mates were last online. Sending mail out to multiple recipients would also be a big improvement. So, so many things like this that should have been in the game from the start, just aren't and it can be very frustrating at times. don't get me started on the Guild Bank auto-stacking items!

    Please Zenimax - do something with the console UI functionality - its backward beyond belief in places!
    GuildMaster of Wolves of Destiny
    A fun, social, safe-gaming guild - add Xene68 on PSN with a short message if you would like to join!
  • PinoZino
    PinoZino
    ✭✭✭✭
    xeneblaze wrote: »
    Wow - it's like you read my mind! All of those things should already be in the game. The Guild Bank for instance, should have individual menu lists for materials, weapons, armor etc (like on the PC version) - its a total pain scrolling up and down a huge list when you have no idea where the item you are looking for is. And how I wish for the option to see, as a GM, when my guild mates were last online. Sending mail out to multiple recipients would also be a big improvement. So, so many things like this that should have been in the game from the start, just aren't and it can be very frustrating at times. don't get me started on the Guild Bank auto-stacking items!

    Please Zenimax - do something with the console UI functionality - its backward beyond belief in places!

    I don't want to be that harsh that it should be already in the game. I think it's pretty normal that ESO is having some usability problems. All games or any other software does.

    It's sometimes hard for the dev team to predict how players actually will use the game. What seems a great idea from behind a desk, isn't that great in reality.

    Of course they probably did usability tests and watched users playing the game. But you can't detect all the problems at once.

    Funding and the pressure of going live also influenced the rate of usability mistakes.

    IMHO, they did a pretty good job. But it can always improve. Good for us, there's always a next version.

    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • MissBizz
    MissBizz
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    ✭✭✭✭✭
    9) Give Enchanting a memory

    If you created by instance a Trifling Glyph of Health, the game should remember which Runestones you need for building a new Trifling Glyph of Health.

    Currently we have to check a website or our own notes. No way, that one can remember all the Runestone combinations for all the Glyphs.
    However, this aid should only be possible once you created a specific glyph for the first time. It's good that we have to do our homework to build a specific Glyph.

    But once you learned it, the game should store that information for us.

    I'm not clear on this. Currently, you can go ahead and create an unknown glyph with 3 runes. Let's say that made a Trifling Glyph of health. Now leave and go back.. if you put those same 3 runes in slot to craft a glyph, it then shows you will make a Trifling Glyph of Health. Isn't that what you are asking for here?
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Giraffon
    Giraffon
    ✭✭✭✭✭
    Consider MailR add-on to get a reply button. It also allows e-mailing to guild members. Other add-ons are available for most of the issues mentioned. Not saying these things shouldn't already be there, but if you just want to move on, get the add-ons.
    Giraffon - Beta Lizard - For the Pact!
  • PinoZino
    PinoZino
    ✭✭✭✭
    MissBizz wrote: »
    9) Give Enchanting a memory

    If you created by instance a Trifling Glyph of Health, the game should remember which Runestones you need for building a new Trifling Glyph of Health.

    Currently we have to check a website or our own notes. No way, that one can remember all the Runestone combinations for all the Glyphs.
    However, this aid should only be possible once you created a specific glyph for the first time. It's good that we have to do our homework to build a specific Glyph.

    But once you learned it, the game should store that information for us.

    I'm not clear on this. Currently, you can go ahead and create an unknown glyph with 3 runes. Let's say that made a Trifling Glyph of health. Now leave and go back.. if you put those same 3 runes in slot to craft a glyph, it then shows you will make a Trifling Glyph of Health. Isn't that what you are asking for here?

    That's a solution, but I would prefer it even more easy.

    Once you created a valid Glyph, it should be added to a list.

    Later when you want to create the same one, you should be able to browse a list with your earlier created Glyphs. When you select a specific Glyph the corresponding Runestones are removed from your inventory or bank. Only if you have the desired Runestones you should be able to create the Glyph.

    As an alternative: Just show the Glyphs you created before and only when you have the corresponding Runestones. Probably this idea is better, because it would work more or less the same as cooking. It's always good to use the same UI everywhere. It would improve the 'ease of learning' of the UI.

    In your solution you still have to do some trial and error.
    Edited by PinoZino on September 17, 2015 8:36AM
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • PinoZino
    PinoZino
    ✭✭✭✭
    Giraffon wrote: »
    Consider MailR add-on to get a reply button. It also allows e-mailing to guild members. Other add-ons are available for most of the issues mentioned. Not saying these things shouldn't already be there, but if you just want to move on, get the add-ons.

    Not in the console world. My mistake, I should have made clear that I was talking about the console version.

    I'll fix it. Thanks!
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • PinoZino
    PinoZino
    ✭✭✭✭
    Update:

    17) Give Guild Masters (and anyone with the rights enabled) the power to unlist items in the Guild Store

    Some guilds do work with fixed prices, others don't allow price cutting and most guilds don't like it when one listed an apple for 100.000 gold.

    Currently, we can only mail a member asking him to unlist an item. Or we could kick him out from the guild.

    The mail doesn't work well, because not all the players are online every day. Guild kicking works, but some players will not return anymore.




    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • Dreizopf
    Dreizopf
    ✭✭✭
    Sadly I must say, this wonderful list describes many things which are missing since the very beginning of the game one and a half year ago.
    Zenimax seems not to be willing to care about this things. :'(

    Hope never dies! ... Hope never dies?
    Edited by Dreizopf on September 17, 2015 8:53AM
    Man sollte sagen, was man meint. Wenn man nicht sagt, was man meint, dann meint man nicht, was man sagt.
    You should say what you are meaning. If you don't say what you are meaning, you don't mean what you are saying.
    (Wittgenstein, "Lycidas", Christoph Marzi)
  • RAMdisk
    RAMdisk
    Cupcake for OP!
  • PinoZino
    PinoZino
    ✭✭✭✭
    Update:

    18) Show 'Recipe already known.' on top and not at the bottom when browsing for recipes in the Guild Store

    It's related with issue #14, but different.

    It's nice that the game is providing us data about already known recipes, but the location is not the best. It's now written at the bottom of the description in the second panel.

    However, when the description is a long one, you can't see it unless you would browse.

    It would be better if it was located at the top.

    Like it is with motifs. If you see a motif you already learned, you get the message 'Already in your library.' at the top.

    There's a workaround for the recipes: put your right stick of your gamepad down and browse with your left stick through the recipes. But it's clear that not everyone will detect this. It's still better to put the 'Recipe already known.' on top. Like it is with motifs. You would increase both the 'ease of use' and 'ease of learning' and the UI is more coherent.

    19) *BUG* We can't see the prices anymore when you browse for all the items in a Guild Store at the bank

    Before the update of yesterday (16 September 2015) you could see the prices of those items.

    There's a workaround: just select the item, like you would buy it. It will provide how much it would cost.

    But it's obvious that this workaround is a time-consuming solution.
    Edited by PinoZino on September 17, 2015 10:19AM
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • MilwaukeeScott
    MilwaukeeScott
    ✭✭✭✭✭
    Give me a SEARCH option at the guild stores and I'll be happier.
    PS4NA

    All I see is hate and rage from people who don't understand how to.....
  • PinoZino
    PinoZino
    ✭✭✭✭
    Give me a SEARCH option at the guild stores and I'll be happier.

    Maybe. But that's not a real usability issue, that's more functionality.

    Without a search function and an improved usability there's maybe no need any more for a search function. However, it should be tested, like always.
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • PinoZino
    PinoZino
    ✭✭✭✭
    20) *BUG* We can't see the prices anymore when you browse for all the items in a Guild Store at the Guild Trader

    It's the same bug as described in issue #19, but it seems that the problem arise with Guild Traders too.
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • PinoZino
    PinoZino
    ✭✭✭✭
    MissBizz wrote: »
    9) Give Enchanting a memory

    If you created by instance a Trifling Glyph of Health, the game should remember which Runestones you need for building a new Trifling Glyph of Health.

    Currently we have to check a website or our own notes. No way, that one can remember all the Runestone combinations for all the Glyphs.
    However, this aid should only be possible once you created a specific glyph for the first time. It's good that we have to do our homework to build a specific Glyph.

    But once you learned it, the game should store that information for us.

    I'm not clear on this. Currently, you can go ahead and create an unknown glyph with 3 runes. Let's say that made a Trifling Glyph of health. Now leave and go back.. if you put those same 3 runes in slot to craft a glyph, it then shows you will make a Trifling Glyph of Health. Isn't that what you are asking for here?

    To make it even more clear, I'll add some pictures:

    At this point, everything looks like usual...

    enchanting_1.jpg

    When one select 'Creation' you could get this one...

    enchanting_2.jpg

    In the above example the player learned already to create 2 Glyphs. When he wants to create another Trifling Glyph of Health or Stamina, he just select the Glyph he needs.

    Like told before, it would be better if it only shows the 'Already Known Glyphs' if the player has the corresponding Runestones in his inventory or bank.

    Even better would be showing all the Glyps you learned before, but when you don't have 1 or more corresponding Runestones, it should gray out a bit -> making clear that it is disabled.

    After selecting the desired Glyph, the Runestones move automatically from your inventory or bank to here and the Glyph will be created.

    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • GTech_1
    GTech_1
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    I'm a long-term PC subscriber, and I can confirm that we have been asking for most of these usability enhancements since back in the PC Beta.

    OP: This is a well thought out post, and I hope Base UI usability finally gets the attention is so richly deserves. Thank you for bringing these issues back into the light.
  • PinoZino
    PinoZino
    ✭✭✭✭
    GTech_1 wrote: »
    I'm a long-term PC subscriber, and I can confirm that we have been asking for most of these usability enhancements since back in the PC Beta.

    OP: This is a well thought out post, and I hope Base UI usability finally gets the attention is so richly deserves. Thank you for bringing these issues back into the light.

    You're welcome!

    I'm aware that I'm not inventing something new and that most of the issues are detected before.

    I feel they have some usability knowledge on board, some UI elements are worked out very smooth.
    But I don't think they have a real usability engineer in their team.

    They should hire a company like Cooper (no, I don't have any relationship with this firm).

    I feel they underestimated the effect of a nearly perfect UI. The above issues are mostly solved cheap and fast, but you win a lot. It are quick wins.

    But in the head of an average developer, they usually do have a low priority. More than often they like to work at FX, functionality and extensions.

    We, the users, can only push a bit and make them aware that usability is far more important than new gadgets.
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • GTech_1
    GTech_1
    ✭✭✭✭
    @ZOS_RichLambert
    Can we get a /lurk over here? This is a very good thread, with some well thought out, cheap, easy, and much needed enhancements.
    We've been asking for some of these since the Beta, and it would be nice to see they are finally getting some attention.
  • PinoZino
    PinoZino
    ✭✭✭✭
    Update:

    21) Add a permanent mini-map to the game

    While we all know our way around Tramiel, uhm, often we have to stop walking and consult our map to check if we’re walking in the right direction. With a permanent map we would win some time and avoid some clicks. It’s more safe too, because while consulting the map we are distracted, a mob or another player could kill us.

    22) Make the destination marker more clear

    We can select some destination on the map. Later a symbol in the top bar shows eventually a marker, so we are sure we’re heading in the right direction. And that’s nice.

    However it’s sometimes hidden below some Quest marker symbols and making it hard to recognize the user defined destination marker.

    You could make sure it’s always on top of the other markers, give it another colour, make it bigger, put this very important marker below or above the bar, or you could use another solution

    23) Add the distance in numbers below the destination marker

    It’s related with issue #22. After you selected a destination on your map, you should not only see the destination marker in the top bar, but also the distance in meters or miles. And it should update instantly. It helps heading in the right direction a lot.

    24) Give more feedback while showing the loading screen

    Give us an indication how long it will take before we can actual play.

    There are several solutions, standard is showing a graphical status line, which is increasing while the game is loading.

    Not only is it helpful (the user can decide if he has enough time to take another beer), it’s also distracting the user at such he’s having the perception the loading screen are visible shorter than they really are.

    25) Make sure we have time enough time to read the hints while showing the loading screen

    Very good idea to show them. But often a normal human with a normal reading speed doesn’t get time enough to read the entire hint.

    There are several solutions:
    • When the game loaded the next section, make sure the user has to press some button to continue. Now he has time to read the hint and he can decide by himself when to go on.
    • But better is to create an algorithm which would calculate how much it would cost to read the hint (it’s a mix of the amount of words and the length). Add some extra time for the slow readers and compare this final time with the time the loading screen was visible. Only when there was not enough time to read, you should show the ‘press some button to continue’ message.
    • Another nice solution comes from @Gidorick, he described it in his Informative Loading Screens Concept thread and is really worth looking at.
    And of course, as usual, other solutions do exist as well.

    26) Incoming mails aren’t appearing instantly

    You have to log-off, switch a zone or send a mail by yourself to be sure all incoming mails are delivered.

    I’m aware that you maybe have to do that cause technical constraints, however maybe you could deliver the mails in our inbox whenever we’re browsing in the menu and are hoovering above the MAIL menu item. That way it looks like the mail is instantly delivered.

    Edited by PinoZino on September 30, 2015 12:25PM
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • Gidorick
    Gidorick
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    Thanks for the inclusion of my concept @PinoZino. I thought I might add a little "flair" to the concept with a "lore" button that changes the lore at the bottom of the screen. That would help with the problem console players are having with the lore disappearing before they're finished reading.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • PinoZino
    PinoZino
    ✭✭✭✭
    Gidorick wrote: »
    Thanks for the inclusion of my concept @PinoZino. I thought I might add a little "flair" to the concept with a "lore" button that changes the lore at the bottom of the screen. That would help with the problem console players are having with the lore disappearing before they're finished reading.

    It's a nice concept, it's not more than normal to give it some attention.
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • Snips
    Snips
    Soul Shriven
    I agree with almost everything, but how come you didnt't mention anything about scrolling combat text, buff/debuff counters and text chat?
    Maybe because of the thousand other threads on these issues? :smile:
  • PinoZino
    PinoZino
    ✭✭✭✭
    Snips wrote: »
    I agree with almost everything, but how come you didnt't mention anything about scrolling combat text, buff/debuff counters and text chat?
    Maybe because of the thousand other threads on these issues? :smile:

    I 'forgot' to add maybe 300 other issues. :)

    Just be patient, if I consider it as an usability issue, sooner or later I'll add it.
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
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