Crafting suggestions
|
Hey, I'm a game dev myself, a bit more niche specialized towards cognitive psychology. Not sure how good this would be for poe2, but thought I'd suggest it. Mostly meant for new players.
What do you think of the idea of playing a bit more with colours? 0 modifiers = white name 1 modifier = green name 2 modifiers = purple name 3 modifiers = blue name 4+ modifiers = yellow name I'd also coordinate the crafting currencies with this. Transmutation = Green of colour Augmentation = Purple of colour Regal = Blue of colour Exalted orb = Yellow of colour Alchemy orb = White to yellow in colour Chance = white to orange Vaal=rainbow to indicate a change in any direction This combined with a background image to indicate they are crafting resources. This to make it a bit more user friendly for beginners. "I see green item, I place green on top" Would also love to see a tiny bit more currency during the campaign and possibly a simple quest, where the user has to upgrade an item at the blacksmith where he gives the currency. Let the player choose a weapon or boots after
สปอยล์
returning his crafting bench
Regarding colour blind people 1 in 12 men, 1 in 200 women. The majority have red/green colourblindness. If the colours contradict, I'd add an option in accessibility to modify it to 2 different ones, but even better, let the user select it as there are more variants of colourblindness people have. ขุดครั้งสุดท้าย เมื่อ 19 พ.ย. 2025 12:42:37
|
|
|
I do not like making the game like a rainbow.
The number of mods are completely irrelevant to the rarity of the item. This will be absolutely annoying and confusing to deal with. And I do not want to argue about you 1/12 numbers, despite how much I am compelled to do so... But those items have distinguished shapes. And even colorblind people can count the number of mods. |
|
|
@Skellymancer#5263 Thank you for sharing your perspective. To clarify, the intention behind my suggestion is primarily to support new players, who often struggle to understand crafting flow and item progression early on. Experienced players like yourself will already know how to interpret mods and item shapes, but the learning curve can be quite steep for newcomers.
The proposed changes are relatively minimal, essentially small colour adjustments to item names or crafting currency icons (for example, adding green or purple tones for transmutation and augmentation). The goal is not to turn the game into a “rainbow,” but to provide clearer visual cues that help players form intuitive associations, such as “green item, green currency.” This type of colour-coding would apply mainly to a few core crafting currencies and would not alter item rarity or mechanics. Additionally, accessibility options could accommodate colourblind players by letting them adjust the palette themselves. Not all of this has to be done, just something to possibly consider. Personally when I started, I found the difference between Transmutation and Augmentation not that clear. I appreciate your feedback and hope this better explains the reasoning behind the idea. |
|
|
The problem is that the number of mods really have nothing to do with the rarity.
Sometimes you need specifically 2 mod rare item. Half fractured rate item for chaos spam. And sometimes you need two mod magic item. Or maybe you need one mod rare item that you are about to double homo exalt. Or you need one mod magic item that you essence. Those items cannot look the same, because it is very important to know the rarity. Currency doesn't work in all rarity states. แก้ไขล่าสุดโดย Skellymancer#5263 เมื่อ 19 พ.ย. 2025 12:43:28
|
|












