Good list!
I would like to add something to this, Shurrikhan:
CS3, please... please for the love of the Navigator, hire a GOOD game UX/UI professional. Especially somebody who knows how to:
a) Design good intuitive interfaces. I always say the worst example ever: gear vendor... Why they have so many different options leading to another tabbed menu? Can't it be just one big tab window? Let me put the Occult Crescent's vendor as an example: the amount of clicking you need to go through the Silver and Gold menus is insane. It should be just one menu for Gold and one for Silver and everything else is tabbed inside each. Or another thing, why the Gold Saucer's cosmetic items need to be separated through so many different menu options? I'd say it doesn't help in the slightest that the menus themselves have a bad responsivity.
b) Job action tooltips. Both writing and formatting them. I can't be the only baby NIN who had to google Ten Chi Jin's functionality because the tooltip is extremely confusing. The way they indent the paragraphs doesn't help either, you have to go back and forth several different actions to figure out how they're connected. It's just really bad for someone learning the game? I'm a veteran and recently started to level RPR again and... let's say that it took me a hot minute to understand that the 'Executioner' stuff is merely a cosmetic+potency upgrade. Why not use a more visual boxed layout rather than just a block of text?
I remember back in ShB when I was trying to learn SCH. Took me too long to realize that Fey Illumination didn't buff my oGCD abilities because on the tooltip it says 'Increases healing magic potency', except only spells are considered magic, not abilities... even though they look like a magic skill. Despite a note separating 'spell' from 'ability', there's nowhere in the tooltip or anywhere else in the game stating that only one of them is considered magic.



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