Smoother UI and UX


Hi GGG,

I have a set of suggestions aimed at smoothing out some of the rough edges in the endgame UI and reducing specific points of friction that disrupt gameplay flow.

1. Streamline Kirac's Interface & Related Functions

Unified Kirac UI: When you open Kirac's mission panel from the Map Device, all relevant currencies (Scouting Reports, mission-specific items) should be visible and usable within that same screen. Consolidating everything into one interface would make mission selection and activation seamless, eliminating the need to open separate inventory windows.

Visual Clarity for Kirac: Within this unified UI, Kirac's Scouting Reports and mission currencies all look very similar. Giving them more distinct icons or color-coding would allow players to instantly identify the mission type at a glance.

Atlas Passive Respec Button: Add a Respec button directly to the Atlas Passive Tree interface. This would save the unnecessary trip to talk to Kirac for a simple, common function.

2. Enhance the In-Map Overlay (Tab)

The overlay map could provide much more valuable information without cluttering the main screen. Useful additions could include:

A strongbox counter for the current area.

A Harvest icon (e.g., a seed symbol) that appears if you haven't entered the Sacred Grove for that map, so you don't forget to run it.

The current Item Quantity and Rarity % for the area in its own dedicated spot, not buried within the map mods list.

league mechanics (shrines, Harvest, etc.) placed near the entrance of the map.

Viridian Wildwood Entrance: The entrance to the Viridian Wildwood can be very easy to miss, especially in dense map tilesets. It needs a more distinct visual marker or glow

3. Key Quality-of-Life Fixes

Divine Vessel as a Buff: Change the Divine Vessel to grant a permanent buff (like a quest state) that remains active until all required map bosses have been captured, rather than being a consumable item that must be managed in the inventory.

Respawn Outside Boss Arenas: Dying in a boss fight should respawn the player outside the arena.

Summary
These changes share a common goal: reducing unnecessary friction and increasing clarity. They polish existing UI systems, eliminate extra steps, and provide crucial information where players need it. Implementing them would make the endgame feel more responsive, professional, and less frustrating.

Thanks for your consideration.
Last bumped on Jan 27, 2026, 9:54:14 PM

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