Some functional improvement suggestions

I am a player from China and my English is not very good, so I am using machine translation to post. I hope you understand.

1: Can the small map be made larger?

Dark games have a tradition of enlarging and overlapping a small map in the center of the screen, which is good for some players. However, I am more accustomed to the unobstructed center of the screen and staring at the small map in the upper right corner, which allows me to focus on the central image of the screen at all times,
But for the small map of Exile Road 2, its ability to scale is still too small. This is very troublesome for me in Exile Road 1, and it makes me very conflicted because it will block the beautiful game graphics and make the game graphics look dirty.

So in future improvements, can the zoom level of the small map in the upper right corner be set high enough?

Sometimes I just need to confirm whether I have explored a certain direction, but it doesn't require too much detail in the terrain structure. Besides, this only provides a higher zoom option, and the game can start with the original size by default without losing the size of details. In the future, players can choose whether to zoom in larger or not.

2: Adding special markings to the blood bar of elite monsters?

The blood bar I am referring to is a blood bar that needs to be additionally enabled in the game settings to be displayed, which is the blood bar that appears on the top of the monster's head.

I know that for some players, the blood bar on the top of a monster's head can disrupt immersion, especially when it comes to adding special markings to the blood bar of elite monsters, but for me, it's really important.

In the early stages of the game, when I encountered an elite monster, I often had to take half of its blood off it, or suddenly be killed by it, before I realized it was an elite monster.

In the later stages of the game, I will only realize that it is an elite monster after it dies, because by this time my damage is already very high, often able to kill these elite monsters in seconds, or I suddenly realize that it is different when I am killed in seconds.

I think this game experience is a kind of destruction, making me completely unprepared for what kind of enemies I will face, often bringing a feeling of 'this is it?' or 'ah?'.

On the contrary, some wandering bosses in the game will display large blood bars at the top of the screen before I even touch them, which makes me prepared and hopeful. I will face enemies more cautiously and formally, and I will be happier after killing them. Even if I am killed by them, because the game prompts me, I will not feel too discouraged.

I think this is a very good design, and I hope to see it on elite monsters as well.

3: Can game controllers switch within the game?

I have been using controllers to play games since the first generation. Compared to mice and keyboards, controllers can provide a more accurate combat experience, which I really like.

But when I returned to the town, using the controller to manage my warehouse became less convenient, which made me often switch between the controller and mouse, which was very inconvenient and uncomfortable.

In the first generation of Exile, it was also necessary to exit the game before switching the mouse. This tradition has been retained until the second generation, which I find very incomprehensible. Is there any technical problem?

If it can be overcome, I think it is possible to launch an interface that is compatible with the controller and mouse, without switching anything. Instead, the controller and mouse can be used in this mode. I think this effect will be very good. I also believe that there are many players who use the controller and mouse at the same time.

I have thought of so much for now, and if the game developers think my suggestions are valid, I will continue to add them. Thank you for reading.


Last bumped on Jan 10, 2025, 12:21:07 AM

Report Forum Post

Report Account:

Report Type

Additional Info