Console desperately needs QOL features
|
Aside performance which is inexcusably bad, playing with a controller is not a 1:1 experience as playing with KBM so we need certain features to accommodate that.
1. Sort function. This is necessary and it should be there when 1.0 comes out. a) A separate mini-inventory space for materials only. Constantly having to move around mats while playing is a slow grind to patience. It accumulates. The small inventory the Titan ascendancy has is perfect for this purpose. Make it for mats-only and make it standard for console. 2. Being able to remap L3/R3 or LS/RS. I never use the default mappings so I automatically lose 2 quick access buttons. Why? a) The trackpad on PS5 has the functionality to be more than 1 button. Why is it just 1 huge button in this game? For example, it could be left-side for inventory, right-side for the passive tree or character stats. We don't have the luxury of PC shortcuts on console and these little things make a difference. 3. Minimap overhaul. I'm honestly not sure what's going on there. It's obviously designed for PC since players stand much closer to the screen but that means on console it's completely illegible. From the microscopic player dot, to the laughably tiny icons and labels, the minimap is one of the toughest enemies in PoE2. It looks and feels like it belongs in the 80's. It's jank. a) An option in the menus to replace the overlay map with the checkpoints map would be a godsend since that's the map that's the most legible. 4. The ability to choose a live/current quest. This is another must-have feature since clogging the screen with quests is confusing, it looks bad, and it's completely unintuitive. There's a reason games allow you to choose which quest you want to follow. The option in the menus that hides all quests made me chuckle btw. Kind of a rant, but I feel if GGG wants to make the console experience a bit more welcoming, people wouldn't be constantly asking for KBM support as much. Some of these things like the minimap and inventory management require some effort to be solved but I genuinely think it's worth it. Last edited by rifraf-_-#9478 on Oct 8, 2025, 9:13:32 AM Last bumped on Oct 27, 2025, 2:04:12 AM
|
|
|
Agreed and even more why can't we have a left stick mouse cursor in menus? Think of all the lost pointer sales. Why does our cursor focus jump all over creation. When using the market why is the default to "reload" current values and try to rob players of manual entry options?
I actually feel at times some of these choices are not just neglect but intentional meaning to make console players feel "lesser." One of the biggest issues is hiding item tier level behind an r3 press. I know they don't get it but we have enough issues with those sticks wearing out and pressing r3 without accidental movement is a pain. |
|
" It's so many things. I wrote the ones I felt were the most glaring. But honestly to me the absolute worst is having to relocate my damn mats EVERY SINGLE TIME using a clunky thumbstick when I return to town which is too often. This really makes me go "fuck you!". Why don't we have a separate inventory space for mats?? Is it too convenient? |
|
|
Actually on the convenience question, yes. In POE1 multi level mats did not exist. There was an add on backpack one could earn which would allow you to carry these about. The lead devs hated this citing they wanted us to make "meaningful" choices as to what we picked up.
What they REALLY meant was that by slowing us down and preventing us from receiving rewards it would rack up hours. That looks good. The end result is hurting their bottom line though, as most players create only one character per league. That means less Barbie dress up, less storage add on needs, and less word of mouth advertising. With tripling mat volume, a mat only area should have been added, and I know plenty who would have paid for it. The lack of business sense is mind boggling. Last edited by Xzelian#9114 on Oct 9, 2025, 11:21:15 AM
|
|
" It's so infuriating 😂 Even from a roleplaying perspective, why our characters don't have a separate sachet for their tiny mats/currency and a bigger backpack for their equipment?? Is GGG seriously telling us it makes sense for a hero of fortune to have 1 giant bag which they throw EVERYTHING inside? That's comically unrealistic even within the context of the game's world. We have wallets in our everyday lives, bags, backpacks, suitcases, etc. but our character in PoE 2 gets 1 giant bag instead. Right, that makes sense. Thanks GGG 😑 Btw, I sincerely doubt having a separate inventory space for mats and currency would have any difference in making meaningful choices when picking up stuff. Like, at all. I just think they prefer it this way because it doesn't affect their playstyle since they don't play on console. In fact, I would challenge Jonathan to play an entire season using a controller only so he can experience the frustration. Last edited by rifraf-_-#9478 on Oct 9, 2025, 12:46:13 PM
|
|
|
Thanks for your feedback. Regarding your points:
1. The inventory system is unlikely to change for console as it mirrors the MKB methodology. 2. L3/R3 or LS/RS are used for preassigned QoL features for players, however we are investigating customisation for them in the future. 3. There is a Mini Map Zoom setting in the options, have you tried experimenting with them to improve icon/map scales? 4. An `active quest` system has been discussed and is something we will investigate a solution for. | |
" There is technically a couple shortcuts for these if you hold down the trackpad button in a wheel menu, I agree it'd be nice to have a 1 button press option but if you aren't aware of the wheel menus that will save you a lot of frustration. Holding the options button is a second wheel menu as well. I definitely agree on the minimap problems, one thing I would have liked is if the map held it's position after holding the d-pad button to scroll it around. Then I could turn it into a side of screen map, instead of dead centre where visual clarity isuues add to the problem. |
|
" Thank you for taking the time to look and answer to my post. I'l try and give a couple examples to further illustrate my points. 1. This is an area where I feel you guys should take a look into. Even though we share the same methodology as KBM, a pad doesn't share the mechanical dexterity and speed of KBM. During playthroughs, this inability to quickly and efficiently sort things out in our inventory and stash is creating much more friction compared to KBM users. Why? Simply because we don't have any accommodation from the UI or system. I think, a) A universal sort mechanic for both inventory and stash is mandatory. Please see example below: ![]() b) An additional mini-inventory for materials only will massively help alleviating the constant slowly moving around of small things amongst large things so medium things can fit, while also making a mess of the inventory space. Example below: ![]() 3. I did, I'm using it fully zoomed out. The same problems arise even in the checkpoints map where it's much better but still very small when viewing from a distance. Minimap example below: ![]() |
|
|
What is mkb methodology
|
|
" Essentially how the UI looks and functions. Which in this case is identical between platforms. Not a bad thing at all since it works fine but the argument here is a controller needs some sort of assistance compared to mouse and keyboard. A sorting function is absolutely necessary. Last edited by rifraf-_-#9478 on Oct 23, 2025, 2:02:17 PM
|
|

























