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Quality of Life changes (The "Encyclopedia edition")

I have been collecting up a list of QoL changes that this community came up with (I'll try and credit as many as I can but some I lost the source of some since I read through them in passing). Now plenty of QoL changes have been made in 1.1 (such as easier to find Anemoculus, quick food hotkey, etc) but I'd simply like to point out that there are still plenty more that Mihoyo can fix so here goes.

If anyone's interested, this is simply a repost from my original Reddit post.


QoL changes that can be implemented in the Options Menu


Implementing "Auto-loot" in the options menusimilar to a bug like this.


Disable/Enable automatic camera adjustment during movement.

This reddit post with a video explains it best.


In key bindings, allow the "Struggle free" button during frozen or trapped in a bubble to be rebinded anywhere (especially to the attack or dash button).


Disable or Enable climbing during combat in options.


Adjusting the scope of auto-aim ranged attacks.

Similar to smart climbing, decreasing the scope will only auto aim at targets within a narrow line directly in front of your character and nowhere else even if enemy units are very close by but off to the side or behind you. This prevents characters like Venti from auto-aiming ults all the way off to the enemies on the left or the right side of him.

Further increasing the area means your character will have a higher tendency of aiming a little more to the enemies on the left or right if they are closer to you potentially making them miss the target you are aiming at. Increasing the area all the way to the right gives you the current level of auto-aim.



World related QoLs


Allow players to draw lines or connect placed Pins on the Map.

To create farming routes that players can see on the mini-map as they play.


Invite players to your World.

(Only works if their World Level is the same or higher than yours.)


While exploring in the open world, allow party members in Coop to ping and show certain areas of the map to draw attention to it.


Eating more of the same food extends its buff duration instead of refreshing until it reaches a certain cap (maybe 30 minutes).


Update "Source" location of materials as you discover more sources.


Allow party members in Coop to share food.

It will consume x4 more the amount of food and your party members will receive a notification saying...


Clicking "Tab" (rebindable) will allow pre-set parties to be easily switchable as long as you are out of combat.


Give us the ability to delete cooked food.


Allow revival of dead characters currently not in the party.


Allow weapons and characters to be ascended early before it reaches that ascension's max level.

Weapons are no longer that big of an issue since it refunds the excess EXP. Character however still has this issue.


Show the EXP bar progression after +1 lvl upgrade

Applies to both weapons and characters but characters need this more since excess weapon EXP gets refunded.


Implement a "Collect All" button in blacksmith.


Show the number of materials you own while crafting.


Allow multiple bounties to be taken, including three 100 Reputation Points bounties at the same time.


Include AT LEAST one unique commission each day and it rotates.

There are currently 62 unique commissions, most of the time the commissions that you WILL get are basic commissions like this.



Domain Coop system QoL rework

Domain coop is messy. Currently a few issues with matching up randomly in coop is this.

1. You have to wait for people to load into the Domain and even if they do, if the hosts start the fight too early, everyone outside will be locked behind the stairway barrier.

2. Host role is somewhat "random" and people who join you can steal your resources. You might say "kick them then" but there have been reported cases where people join you all the way into the domain, only to later leave in the middle of the fight to go into the world and take your resources.

3. Rerunning the same Domain is simply too much of a hassle.

4. Domain loots spawning underneath the tree.

5. Host leaving disbands a party entirely even if three other people wishes to continue.


To address all of these issues here is a compiled list of suggestions from the community.

To fix issues 1-4:

- When you got matched, all players will spawn directly into the arena of the Domain area indicated by the Green on the picture.

- Stairways will be blocked preventing Issue #1 from ever happening.

- Should a player decide to leave the Domain during this time, their only option will be forced to leave and return to their world in case they attempt to steal resources from the host.

- Party member switching, requeuing, etc can all be done when the host interacts with the blocked stairway's boundary similar to the domain gate. Should the host wish to invite the Party members back out into their world, there will be a button for them that allows this.

-Similar to the crucible event, the host can interact with the tree/blossom in the middle to rerun the Domain without ever needing to go back out into the open world.

-All drops as soon as you spend resin will be auto collected thus avoiding any possible glitches. If the host reruns the Domain but you still haven't spent your resin to collect the rewards yet, you will be prompted with a message like this.

To address Issue #5 in the Domain issue list, if the host leaves, player No.2 simply takes the spot of host and the party continues.

Other Domain QoL includes being able to spectate other players when you die (as suggested by community).


Changes to acquisition and stocking of Condensed Resin

The Condensed Resin system is something I have been itching to talk about ever since they teased it before 1.1. Because to me it just looks like a very unnecessary step of creating an item only to use it up almost instantly most of the time to save yourself time during Domain spamming. So let's fix it and I'll talk about it in multiple sub-categories.


1. Craft and stocking them.

Say you have 2 C Resins in your inventory. If you go to the crafting table with 160 resin, the slider on it should be capped at 1.

When crafting C Resins, allow crafting only up to the cap. There is no point in allowing people to craft more than three and prompt people with "Max 3 C Resins only" pop up.


2. Portable crafting.

Similar to being able to open chests or bundles anywhere, crafting C Resins should be doable ANYWHERE on the map as well, especially when you can carry only three and you are farming for Artifacts in Domain.


These two suggestions up there are simply quick fixes to an already weird system but I have a better suggestion. That is to simply do a complete table flip overhaul and remake the system into something that I'll now suggest below.


3. Storage suggestions.

If Mihoyo's idea of having the C Resin system is to allow people to store Resin when they can't play the game, then why don't they just implement a system similar to Honkai's Stamina Vending machine? (for anyone who doesn't know Honkai has an extra "Reserved Resin Pool" where Resin is accumulated at a slower rate in there but allows you to stock up a huge chunk of your Resin should it overcap on your normal capacity). The idea of having to still log in to turn them into C Resin is such an unnecessary step. I understand very well that games get to advertise and tout their statistics of "1 Million, billion users login everyday!" but if you want to keep people logging into your game daily, just implement a daily login that exists permanently instead of every "once in a while". Other games even IMPROVE their daily login rewards when there is an event instead with double bonuses, etc.


4. Simply implement a button "Use 40 Resins"

Heck, you can even add a slider into domains where you can spend x2 or x3 the resin etc. There is NO other place to use C Resins aside from Domains and Leylines so I'm still scratching my head at the thought of why we even go through the hassle of crafting it in the first place.



Character specific QoL

Allow dashing to cancel a skill that is currently being aimed. (Eg: Geo Traveller's boulder, Fischl's Oz aim summon, etc.)


Characters with Elemental Burst animations that end with the camera angle facing towards them (Eg: Jean and Barbara) should have their camera angles return back to the view of "over the shoulder" angle.


Venti's Elemental Burst should be aimable when "Q" is held.

Venti's 3rd normal attack misses on uneven terrain.


Allow Klee's Jumpy Dumpty (E) ability to be aimable, similar to Amber's Baron Bunny (E).

Klee unable to attack in certain areas.


Keqing being unable to cancel her teleport animation if she aims-throws her stiletto close to the ground.


Mona being unable to Water sprint over tiny obstacles, stairs and ledges which other characters have no problem sprinting over.



Miscellaneous


All Time-trial challenges should be repeatable.

By repeatable I don't mean that the chest must respawn (that is a whole debate for another time). But even if chests don't respawn, I personally would like it if the following happens.

-Enemies that appear during Kill trial repeats will drop their respective loot just like how enemies in Gold or XP Leylines do. (Can only redo once per day on each trial)

-Repeating gliding challenges will open up those "Air rings" allowing you to traverse long distances without the pressure of having to chase down chests.

-Repeating shooting challenges will allow you to still shoot but will only grant you common chests which refreshes once every two weeks (similar to Abyss).


The following are the current colour codes with Red and Blue.

Red colour = Never tried before

Blue colour = Currently activated


But to indicate that it's repeatable, we can have Green.

Green colour = Completed this trial before

Sorry for the horrible paint job.


Removing the teleporter right beside Storm Terror's lair.


Volume of clicks sounds in "Notices" menu isn't mutable or adjustable.

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