User Interface: Tooltips


Pathfinder Online

Goblin Squad Member

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Oh Em Gee tooltips. THIS IS DEFINITELY A MVP SITUATION.

Available Feats
(Assumption: trainers will show the same tooltip as in character windows/hotbar once it's trained) It's my opinion that we need need need to see two pieces of information that weren't in Alpha 6.

Most importantly, the keywords that feat is looking for, so I can know if I can even make use of it if I train it. It can be smaller nondescript 1-6 words at the very bottom of the tooltip window that don't stand out at all unless you're looking for them, but matching keywords between gear and feats is designed by you guys as a fundamental principal in the game and we need the information to be able to do it. By the way, where can I see what keywords are active for my character is there a single place?

Also, I'd like to know the feat's core attribute, the one that gets raised when you train that feat. Raising attributes through training so we're able to train the next feat we want has been designed as a huge part of character development strategy. This is again providing information to players so we can make informed, strategic, meaningful choices with limited xp as we grow our characters.

Personally, it would be easier for me to understand what a feat does if the information was listed as Self: (positive things that happen to me; negative things that happen to me after a semi-colon break to distinguish them) and Target: (Critical +10, Lose Date 10 if attacker has Gossip) instead of the Effect, Restriction, Other format it was in that kept bouncing between what happens to me or the target.

Unavailable Feats
I'll assume this tooltip won't be staying underneath the window forever but I have one other idea. Can the pre-reqs we have be greyed out so only the pre-reqs we still need to get to make the feat available are high contrast and easily visible? Conveying maximum information to players again. I suppose we can get by this with some extra work but it would be super awesome if this was implemented by September 15.

Skill Trainers
I really think we should see the core attribute, the one that will be increased upon training, from the skill trainers too. Oh and even just the simplest sentence of what the skill does. Turn essences gathered in the wild into tonics for use by alchemists. Create shields, rogue kits, and other utility kits.

I trained engineering because it sounded cool and had no idea what I could do before I found the door to click on (or that Int was being built which was useless to me in that respect). I can guess Knowledge: Dungeoneering increases chest loot in dungeons And Nature might do the same from... animals?, harvesting nodes? I remain completely clueless what Knowledge: Local does.

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Question for devs: What will Survival do for us in the computer version of the game other than allow crafting of campfire kits for engineers?

Goblin Squad Member

I agree with each and everyone of these tips, good breakdown of what is dearly missing.

Next dev that GW hires should be an extra UI-developer. :)

As it is now, and with the Cold start coming, I will only dare to buy Hitpoints 1,2 3 and up..... ;)

Goblin Squad Member

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Also, if a feat can only be used by one type of weapon (especially Conk), list what weapon it's for. For bonus points, indicate if it's for 1-3 or 4-6; in case we're happy with our current 1-3 and don't want to train another 1-3 we won't use.

Goblin Squad Member

Excellent suggestion. That would definitely be a plus when we are low on spendable xp.

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