Honestly, if the game is open world i dont want a mini-map. I just wanna being a chaotic vault hunter and go blow shit up and have fun. No sense of direction just throw caution to the wind lol
@@billdover3165 breath of the wild solved this almost 10 years ago by giving you the option to disable the minimap, but this doesnt mean that it's not an extremely important feature to have. You should be arguing for its inclusion like everyone else.
As someone who is relatively unfamiliar with Borderlands, but has played a fair amount of 2/3, the biggest issue I have with this game so far is the UI. Borderlands 2 and 3 have SUCH distinct, soulful, and unique UI's. If they're wanting to replace/overhaul the visual style of the UI, it HAS to be replaced with something seriously awesome. Unfortunately, everything from the inventory screen to the vending machines just looks like such a massive downgrade from a visual/stylistic perspective. It doesn't look like Borderlands at all to me. That being said, I do think that this game looks really promising in almost every other aspect.
kind of sad to be honest but thats what happens when you try to pander to certain groups and have to make a product that doesnt offend anyone... you end up with bland slop.
I completely agree. Previous games style of UI made it look like you were ACTUALLY using the echo devices. Now they just look like menus instead of the in world holograms which I feel hurts the immersion
@@PP-on5vo Yeah this is exactly what I'm referring to really. In 2/3 it really looks like you're interacting with an in universe interface AND it looks super cool/is functional. Hopefully for future games they go back to that style.
@@humanactivated1017funny you say that. I am infact a stalker and he has indeed played other games. The other night when I was looking through his window, I seen him playing sex divers
I understand why extra verticality made the devs want to move away from a traditional mini-map. But I cannot fathom why their solution to navigating new environments that stretch more into the third dimension, was to go from a 2D map to a 1D compass. That’s completely counterintuitive. If they can’t come up with a better solution for 3D map visualization, they just need to put the minimap back. Also, if they’re bringing back enemy modifiers for badasses, they should take out the EXP bonus modifier and make it so that all modifiers have a corresponding EXP bonus and/or loot quality bonus based on how much more difficult they make the enemy.
Maybe I’m being elitist, but I’ve gotten very comfortable traversing and understanding 3-D environments- I’ve played a lot of video games. I hate the idea of a mini map. After playing Elden Ring, where the HUD is so minimal, i’ve really enjoyed playing games that are designed to be explored without staring at the HUD. I guess if this many people are upset about it, they should probably just make it optional. But I’d be willing to bet that if they are so sure of themselves that the mini map isn’t necessary, it could turn out better to let people experience it without it first.
@@jontay4199 That’s not a unique thing to learn, everybody learns that after getting used to exploring any map, and you’re mistaken if you believe the average player isn’t just as capable at moving through a game world. You’re missing multiple points. 1) It’s not about traversal, it’s about location. No one has trouble traversing and understanding a map in most cases, the issue is in figuring out where something is without having to physically find it first so you can then use your skills in traversing and understanding a map to navigate it quickly and properly. This is the primary purpose of any navigational aid. 2) Related to the first point, for shooter games there are often multiple times in any fight where it helps to register where an enemy is, or multiple enemies are, before you can see them (I.E., from cover) so you can move/take cover accordingly. Beyond movement, it helps with target identification; a compass can’t help you distinguish between an ally and enemy in the exact same direction, can’t easily tell you how fast or slow an enemy is backing up or pushing forward, can’t show terrain to relate positions to, can’t easily tell you how close or far something is without crowding the UI (negating the entire point of a minimalistic navigation aid), etc. 3) A mini-map is better for accessibility and all U.I. exists to improve accessibility. Even if most people have no problem moving around and understanding a map without a mini-map, that’s not a valid reason to outright remove the option for people who might genuinely need it. Getting rid of the mini-map because you and I and 99% of the player-base can navigate well without it is akin to getting rid of wheelchair ramps because “most people can just walk up the stairs and the ramp wastes space.” A game can be designed to be explored without staring at a mini-map; all games should be like that. This is not mutually exclusive with having a mini-map. It’s a navigational *aid* not a navigational necessity.
I honestly love this idea. It makes more sense to reward players taking their time to defeat a more challenging enemy. - Side Note: I wonder if those enemies or alternatively bosses, will drop the currency needed to purchase SDU slots. Though on the other side of the coin I think they might just reward players with that currency through completing world events.
@@themos9751 I said in my statement, if everyone is going to cry about it, they should probably just give the babies their bottle. My actual point was, I’ve played good games that have mini maps and I’ve played good games that don’t have mini maps. If they have designed the game around not having a mini map, they might have a good reason for it and it might benefit the game to not have it. I actually don’t care that much, my preference would be that they have a good vision for the game, and they execute it. Now that I’ve seen the preorder prices, it’s obvious they are executing on a vision of greed, just like wonderlands. If they can’t get the endgame and the story to a good spot, this game will be lucky to be a 7/10.
in BL3 my buddies and I called it "Clearing out the Dookie" cuz it was an orange/brown color. we know say that in every game with map fog. Its may favorite thing to do in these kinda of games
Technically, the mini map on the top right corner makes a lot more sense for a Borderlands game. The option to hide it to give a more minimal look would be great too.
I'm thinking just marking a point or objective on a big map and simply having it ping at the players discretion while playing would be nice. Being able to highlight other players through walls would be ideal too.
@@rays_network right?! i feel like a toggle feature would be perfect hold the inventory button for 2-3 seconds it shows/goes away that would be perfect
Well Ki11er Six does say in this video that is just another dumb thing borderlands players will complain about. Showing he really did go buddy up to the devs.
I think having the ability to spam launchers and grenades is one of the building blocks of borderlands. It’s always fun to see how much damage you can cause with launchers and grenades, I do hope there is some perk or skill that allows you to bypass to cool down or bring it down.
1) Ordinance is based on the equipped weapon. I think this guy just didn't look closely at the weapons. 2) One of the devs said it would probably be possible to make a 100 percent ordinance build, they just haven't done it. 3) The Lance skill tree for Rafa has a large amount of ordinance-based skills, and I suspect using that tree will allow you to pretty consistently put our ordinance damage using both your action skill and your ordinance equipment.
randy pitchford going back to being little saint james' resident magician and staying away from borderlands development would be the best thing for the franchise
I agree with you Ki11er. The fact that when you die it takes like a full 20 seconds to come back needs to be addressed. Just get rid of Echo-4's animation at the beginning and after the tunnel and that should fix it. I hope they address this.
I feel like the "Play the game not the mini-map argument" is more a symptom of the problem than the actual problem, maybe the visual clutter in the game is too much to receive information in combat intuitively, I think making the enemies pop from the environment more or even outlining/keylining enemies could help a lot with this, either way I would still prefer a mini-map LOL
dont trust this guy either. i guarantee he doesnt say how he truly feels about the game to stay on the developers good side. nothing but a shill like all the others
@@420aedsounds like he’s not saying how YOU truly feel about the game. The man has been cranking out BL content for years. He’s a fan of the game and the people that make, I doubt he’s gonna tear it down because of that and not because he’s being paid to say nice things.
What they can do is have the map display the shops, objectives, and other similar icons and use the compass as a way to discover secrets and point you in a general direction for quests. Imagine just exploring the world and seeing a vault symbol appear on the compass. You don't know exactly where it is or what elevation but you know the general direction and can actually search and find the secrets that way. It would make it more immersive as I personally would feel like I'm actually hunting for secrets of the vaults.
If they want to commit to having a compass but no minimap, then it may be beneficial to have a quick way to toggle certain types of symbols on and off to help clean it up as needed. There could be a “Recalibrate/Adjust Compass” button on the map screen that pulls up a menu with which you can do just that. Having this be accessible via the map instead of the games settings would allow for much quicker access, although there is the minor inconvenience of having to be outside of combat to safely adjust it if you’re playing multiplayer. Here are three examples of how that might help: 1. If you want to focus on completing old side missions, you could keep objective markers and enemies but disable everything else. 2. If you’re trying to explore, then keep collectibles, enemies, and if you intend on occasionally stopping at shops to clear out your inventory along the way, then shops as well. 3. If you want to minimize the amount of things on your HUD but would like to keep the compass for basic navigation, then disable everything.
Well said. I’ve never had an issue with compasses in other games, it the implementation here seems pretty bad. Maybe just making 3D waypoints in-world that you can see at all times would help?
Additionally, they can make closer or focused objectives pop more being more clearer, although for combat the mini map would still be the better choice, you can also incorporate both, a minimap plus Compass but that might be a bit to far away from their vision though it can also replace the objective visual pathing which in turn would be a bit more immersive imho.
Yeah it definitely looks like an early build design or something you'd only find from a small indie dev. Definitely a step backwards in polish but hopefully it's going to change by the release candidate.
@@catzblu999they still have a few months to tweak some things like the ui or whatever and make it better. Hopefully, they make everything really nice looking but still functional.
This is a terrible take. All these players want their hand held it's absurd. Take a cue from Souls games and figure it out, take on a challenge. Gearbox's logic behind this decision holds up, now this is just going to be a point of contention causing a big part of the community to whine about this. They should have just released the game in easy mode with subtitles and turned based playing so no one would ever have to think or be challenged while playing.
@@mistermxyzptlk7841 how is more options for the player hand holding? if anything the new echo 4 "follow the blue line to your objective" is the handholding. There was a compass in borderlands 1 and we've moved past that with every borderlands release since then because it was obviously a cluttered mess. Even with borderlands 1 Goty enhanced they added the minimap along with the compass. Why take a step backwards?
@@mistermxyzptlk7841 Do you not see the irony of your comment? They added a robot that draws a line on the ground that you can follow. That's much more hand holding than a minimap lmao. In addition the radar just looks like a cluttered mess
@@mistermxyzptlk7841 Not a terrible take at all. Toggleable minimap would not harm anyone, and it would benefit a lot of players, so it should absolutely be a feature. You mention souls games, but you don't recognize that the entire level design philosophy is built around not having a map. I've played DS1, Sekiro, and Elden Ring. The map in DS1 is all connected. There are shortcuts to and from nearly every area, and it's really easy to remember a few shortcuts and it's truly excellent game design. Sekiro is similar but less so. Larger maps, more disconnected areas, but a basic fast travel system. Another example of excellent game design, where each area is connected through the statues and also you can walk to them, but there really aren't shortcuts because the level design is fundamentally different than DS1. Elden Ring is open world on a huge map, so of course they will have fast travel and a map. No minimap is necessary in that game because there is no set mission, just an overarching goal. The minimap is only really useful for finding mission objectives, which do not exist in Elden Ring (I would have liked a quest log that tracks some things about each npc, but that's not the topic). There is a heavy emphasis on exploration and just doing "stuff". It's a good decision because it fits the style of game. Borderlands is a linear story game. The levels are gigantic and totally disconnected from one another. Unlike every souls game where the levels are either relatively small or very interconnected (and Elden Ring which is open world). So, no souls game would benefit from a minimap. There are no primary objectives in those games. The absence of a minimap does not mean a game is challenging, it just means there isn't a minimap. Not sure why you are suggesting that there is. Souls games aren't challenging because they don't have minimaps. In fact, nevigation is quite easy in souls games due to the level design, which is not the same as it is in BL4. In BL4 navigation would be hindered, because we need to go to specific areas and specific mission objectives. Gearbox's decision on this does not hold up, as is clearly demonstrated by the amount of people who want a minimap. It's a very important feature for this style of game. Again, why would you advocate against a minimap toggle? Do you just want people to have a worse experience because you think you're better than them, even though you fundamentally misunderstand souls games? Presumably they will have an easy mode. They did with BL3, so I wouldn't be surprised if they kept it going. I would not play it personally, and I don't really see the point because Borderlands games aren't challenging. Strange that you mention subtitles next to easy mode, like clearly this is bait.
Cool first look, we def need the minimap. It feels like Apple taking features away from iPhones and then if they re add it in the future they'll make a big deal out of adding a new feature. Just give us the option to toggle it if some people want to play without it
Exactly. In a ambush situation - and you get that all the time in Borderlands 😂 - i already see them on minimap and can plan quickly how to tango down them one after the other. I think it's difficult on compass.
I think the mini map being a toggle option should definitely be in the game. In my opinion it was already very difficult to see when a co-op partner was in FFYL in Borderlands 3 during gunfights. Putting that on a compass is just exasperating that problem tenfold.
Am I the only one wanting the melee action skill to be first person? Krieg experience was only so good BECAUSE it was first person. You just feel WAY more immersed by doing so. Please 2k, listen to me, I am not alone!
I think they added some range skill moves that require precise positioning before or during activation, like swinging melee to hit 180 degree of radius of mobs, that's why the 3rd person pov
Knowing that Borderlands 4 is right around the corner is helping me keep my sanity as a I work outside in near 100 degree weather for the next week. I can’t wait for this game!
The compass and Echo-4 seem like Gearbox is taking something that works, breaking into two pieces, and doubling their problems / solutions / maintenance. If there isn't additional benefits to Echo-4 besides the cute factor -- BL4 Ewok without the Hasbro toy income -- then I'm missing the value add. A circular minimap with distal objectives shrunken down around it's perimeter would allow for both nearfield priority and detail as well as exploration opportunities in the distance.
It's good to know that BL2 writing style is returning. The one thing that does indeed concern me is the respawn timer. It's annoying in Destiny 2 when you have a long timer, it'll be more so in BL4.
I just want the writing to be bareable. The gameplay looks genuinely the best it's ever been. But I also couldn't finish tina's wonderlands because when torgue started shouting about "respecting people regardless of his internal biases" I literally dropped my head onto my desk in sheer disbelief. (Especially since not long before I did a questline for some goblins in which I helped achieve a communist revolution, and it was played off completely straight as 100% a good thing) I just wish we went back to just making jokes and having fun rather than trying to lecture the player or support a particular ideology.
I feel by Borderlands 4, the company should know the basics of what their audience wants. The fact that they brought back the compass means they were listening...when we complained in pre sequel lol
I agree about the mini map. In an open world game the compass system gets confusing. For example when I played other open world games with a compass system I found myself opening the menu and looking at the map 5 or six times just to chart a path to the next spot in a quest. mini map just makes it flow a little easier so you are not constantly asking yourself “ am I supposed to be going this way” and hitting start and looking at a map every 10 seconds or so.
So yes. Early build of the game so there’s no telling what has been adjusted. For me the game looks very fun. I think it will be AWESOME! I like the idea of the compass. I do. Something new, but if there’s no minimap I’d love to see it get cleaned up a little more if possible. Maybe just help with the navigation side of things. Also the inventory screen could be tweaked a little to maybe a more smooth layout. That’s all I have. Other than that I think the game looks very fun and I’m excited for it.
Not really new for borderlands at all, the very first game had a compass like this (just at the bottom of the screen). A lot of people who like the compass probably are used to using it from there- such as myself.
6:38 what if we can have compass settings that we can edit such as, don't have markers for POI past 25m, have 6% transparency on markers for POI at 15m, have 100% transparency and 25% bigger on markers for POI at 2m, and change colors of markers.
One thing i noticed that is hard to get used to is that healthbars are fixed to the center of the screen rather than above enemies. Sometimes it blocked the view of the enemy making it harder to land a shot. While it is better for reducing screen clutter, i wish they had them stay on the enemy in a smaller form so you can track which enemy is weaker
I believe the compass is a bit of an outdated system, I completely agree with you getting lost with it because it looks very cluttered when you add enemy markers onto it. The minimap in Monster Hunter Wilds I think is a perfect display of the ideal Mini-map for this game, showing elevation and having it customizable so the player can have their own selection of how to get through terrain and find the easiest path. Yes you will look more at the map but it will give you a detailed display compared to the compass where its "in this direction"
I mean the modifiers being negative is probably what they are supposed to be. They are there to make enemies stronger. Same in games like Diablo, Path of Exile or Grim Dawn. Champion/Elite enemies just have random Buffs in those aswell.
The only thing I know I want them to add is a quick swap load out option. Sometimes using certain character/ weapons builds are great for clearing mobs but not so great for bosses, or sometimes it's just an elemental matching thing. Either way, having a few load out presets that you can quickly cycle through would be fantastic.
Load outs would be awesome. Even better if you can include skill trees and gear in these loadouts. If they're dead set on charging in-game currency for respec-ing, charge for loadouts that do have different skills than what the player is currently spec'd into. If the skill trees are identical between loadouts, no charge.
If they don’t have auto sell rarities in launch, make no mistake, they will inevitably patch it in at some point. There ain’t no way they will get away with not having that feature now that we had that feature. Us fans will literally bombard them none stop until it’s in there. Bet. lol
I started following you and Joltz in the summer of 2019 during the lead up to launch of BL3. I started to get back into it at that point after years away from the series and you guys started being recommended to me by RUclips and it was one of the best recommendations ever lol. I'm looking forward to sit on your couch watching you play video games poorly for many more hours with BL4 ! 🔥🔥
In GTA V PC, you can double tap Z to zoom out the minimap temporarily. I think they could do something similar with the locator bar and have a minimap pop out
I fully agree with everyone one of you critiques. Especially the compass/minimap issue. Identifying enemies and NPCs in BL3 is honestly tricky sometimes
My only concern is the speed of the enemies, it seems like they are kinda just standing while you shoot at them. As where in the previous games the enemies would try to find cover and dodge sometimes. But other than that the game looks awesome.
I'd really like to see a "hold to keep firing for all guns" accessibility option. Clicking each shot for semi-auto kills my wrists, so it's been a game changer for games like Destiny and Warframe.
Facts,my right index finger got damaged when I was young but can still function, but extended use hurts a bit so a auto fire option would be amazing, if there is a concern for making some weapons too powerful becuse of full auto assist, maybe make it shoot a bit slower with semi auto weapons spesificly when full auto assisted.
Great option, but if cant be better than manual clicking. Jakobs weapons would turn into faster automatic weapons and it would become the norm to have that option on
I tried playing Nisha in BL: The Pre-Sequel and promptly made an autofire script in AutoHotKey for her revolvers during the ult. Then I just changed to playing Aurelia instead.
@@Qwark909 Jakobs are straight damage with no elemental affinities, and typically bad secondary features if any. You can already set your mouse to turbo shooting via Steam anyway. Jakobs regardless of how fast you can mash your click or turbo would never outclass all other mfrs for all builds. For some builds you went Jakobs anyway so this would be a nice QoL so people are less likely to get carpal or wear out their mouse. Using Jakobs shouldn't have to feel like you're playing Starcraft 3.
@@catzblu999no i get that, but lots of people dont fiddle with steam options like that and console players dont really have that easy of a way to do it. It just shouldnt be faster than manual clicks or button presses if thats an option added to the game settings. Just dont want a setting like that to become the norm cause everyone would use it if it lets you consistently shoot at the fastest possible speed. Youd be capping yourself if you dont use it. At that point just make jakob weapons automatic
I.... I just can't believe I've watched 4 reviews so far that have said absolutely NOTHING about the loot. How are the guns? How's the variety? How's the variability on the gun parts? My gawd. In a game that has promoted itself on the crazy gun combos.... no one has talked about the gyad daym gyuns!
@@Ki11ersixSo? Even at lower levels you get a bit of variety with weapons since BL2. BL1 it takes a little bit of time, but even then when you kill 9 toes you get a full auto fire element pistol with a blade. You could definitely have touched on weapons a little bit; what was new, how they handled/felt to use, designs, alternate firing modes, even ones that you particularly liked or disliked. The games staple selling point for alot of people is the guns
We had an hour and a half of playtime. I didn’t see that many different guns. I did find and use the throwing knife a lot and mentioned that in the video
Just recently replayed BL3 and loved the auto-sell feature. This HAS to be in BL4 it was such a gamechanger when replaying the game. And thanks for bringing it up as no other youtuber discussed it. Appreciate voting this up to make sure the developers take note. Cheers.
Quality of life features not on previous borderlands games: add more sensitivity adjustment as well add a toggle for aim assist. I need curser to stop shifting from a crossing target when targeting another enemy
If they are deadset on the compass, they can instead have a toggle button to show/hide less important icons. So when in combat, it only shows quest objective and enemies. Also instead of a minimap, they can do the halo/destiny radar for enemies so you have a general idea. Rather than pinpoint accuracy for all enemies around you. Compass for objectives and points of interest, radar for enemies.
If enough pushback is received on the compass system when the game launches, I feel like the mini map will eventually be added back in. There is a reason why compass systems aren't in many games over mini maps.
A combo compass/minimap would probably work perfect. Only game I can think of off the top of my head is Skull & Bones (which everyone hates except me) That game just recently switched to that style and it works pretty good. But basically it’s a round minimap in the corner that has your compass directions/waypoints etc surrounding it.
The dark theme and the lack of mini-map both make the UI HORRENDOUS... The all-dark-theme of the menus and texts is a terribly poor design choice... Maybe Gearbox "bought" the UI sub-system, so they have to use it like it is? (I've seen this happen in other kind of software, where you don't program everything from scratch, and you license some parts already made to speed up development). If that's not the case, i honestly think that's the worst decision of all the Borderlands franchise... I hope that there is (at least) a light theme... Imagine those faint blue letters in blue/black background for the people with visual problems... WOOF... horrible. Just horrible.
Same for me. I've been replaying BL2 but on Steam instead of my ancient Xbox One. So when seeing K6's gameplay footage, I initially thought that it now looks worse than the 1st teasers for BL4, which looks worse than 2 and 3. Not sure if it's because of the Unreal Engine 5, but I'm starting to get tired of the cell-shaded graphics. I'm really hoping the release version gets a big tweak to make it look better.
Aside from the minimap, there is considerably more clutter. The new leveling icon, the 4 weapon slots, the LB and RB actions, and the over crowded compass make me want to just ignore the entire hud aside from my health. All that + no mini-map = a loss in my book. The hud hardly changed in 1, 2, and TPS. Idk why they feel it needed change in 3 and 4.
@@xuavrice2338 I’m saying when taking into consideration combat clutter, it’s way less compared to the last installments. You could barely tell what was happening in BL3 figjts
The re-spawn time absolutely needs to be fixed. I understand why they added both the death and Echo bringing you back to life animations because in practice it's fun to design these animations, but as a player it's cumbersome. I really don't want to have to wait that long after I die. Just quickly revive me and let me get back to it. The compass obviously doesn't work. There's too many things in the world creating too much chaos on the compass. Add in the option to filter out icons in order to remove some of the clutter. Or... just make a mini-map. But it seems like Gearbox is set on the compass, so back to my first point. Allow us to toggle things so there's not so much going on. One thing I do wish could change is the enemy AI. I really wish they would go for cover more often. Maybe that's not the play style they're aiming for, but they just have almost no situational awareness to the cover around them. I'm really looking forward to this. I bought the steel book edition for BL3 and I'll get the super duper deluxe version this time around too. Big fan, played and beat all the games and can't wait to get my hands on this one too.
yeah the minimap is the biggest problem i see, a toggle for the compass or map would be good. i also think the ui should be more stylized, its a little flat and too cyberpunky compared to everything else edit: forgot about the respawn time, its crazy long
Another thing i disliked was the hand holding, its hard to find a sense of discovery when they highlight every little secret area or chest or jump, easter eggs are meant to be discovered not obviously pointed out
Especially when the real charm borderlands has had is you finding random Easter eggs or chests on your own with exploration that other people might not even discover. Idk the more I see the less I’m impressed.
I love the feel of the game, gearbox charging 130 dollars for two more vault hunters and some other crap is insane, that’s like having a 70 dollar dlc for a 60 dollar game, like jeez man
Oh yeah, no, we need the mini map back. My ABSOLOUTE least favorite thing about Borderlands 1 was not having a mini map. It made navigation and trying to find objectives SO hard. 2k and Gearbox, if you see this comment, PLEASE give us a toggle feature to have to option between mini map or compass. Also, I'm very much on the fence about the UI. It doesn't feel like Borderlands, in my opinion, but more like Destiny or another game like that. I feel like if they want to go this direction with the UI, I would really like to see them incorporate some of the soul and uniqueness of the older UIs. Personally, I LOVED the UI and inventory system in 3. Ultimately, I am super excited for the game! Before seeing this, I actually was pretty on the fence about getting this entry into the series bc of what I had heard on Twitter and other socials about the game. I really hope the devs see this and do listen to the suggestions!
I’m kind of upset about nobody talking about how bad the inventory UI is. I don’t know how to describe it other than it just being… bad. I personally strongly dislike how the guns and items themselves look in the UI, they just don’t look borderlands-ish. I dont understand why they went away from the opaque inventory where you could still feel immersed in the world… Especially when there’s this big push to try to feel immersed in the world with no minimap. Seems backwards to me. The art direction of the UI in general almost feels like some Ubisoft game or something, it almost reminds me of The Division or a similar game. Doesn’t feel like Borderlands. Another important point, I haven’t heard many people discuss the humor yet. We need to acknowledge how important the humor is to the atmosphere of the game… In any case… I really hope they rethink the UI, it is so vital to the feel of the game. To me right now, it looks really, really bad.
One thing they can do to alleviate the navigation problems is just have a slight waypoint path you can set to follow. Mark a point, a faint line appears. I also thought it would've been dope if they made every ledge able to be grapple. It would open up so many options
real, you can't just add all these new methods to traverse landscapes and then limit it straight out of the gate. it's like taking a bird out of its cage to an open field then clipping its wings. They could at least put some secrets in the more obscure and hard to reach areas as a way to reward the players curiosity rather than restricting it.
Unless I misunderstood what you meant, they DO have that. It's one of the first things they announced. He covered it in this video he just didn't use it.
I'm actually kind of glad the minimap issue gained so much attention. Since this is going to be such a large, open-world game, having a minimap just makes sense. Minimaps work well in fantasy RPGs because the pacing is slower, the action isn't constant, and relevant information is more spread out-so the UI rarely gets cluttered. Even then, elevation can still be a nightmare to interpret. Compasses just aren't practical for navigating large, complex environments. They provide limited spatial awareness and often force players to constantly reorient themselves, which breaks immersion and flow. I really hope this gets addressed moving forward.
At first I didn't mind the idea of not having a mini-map; however the more I see gameplay and the compass system the more I think having a Mini-map is important. But the death animation is the largest issue I can see. The inventory system is a bit of a worry, but will need to see more of it. I am not worried about photo mode. I can see something like that being one of the last items added, so it does make sense for it not to be in an older build. Overall I am looking forward to it, but I been a fan of the Borderlands series since the first one (I remember a time before they went with a more realistic graphics look to the game)
New SDU system feels like lucky dice… There is a reason ARPGs allow you to share stash and currency between players. You boost up alts. Making a new char is gonna make me sigh cause imma have to pull up a video and get all these collectibles so i have ammo. They could make it account wide like the lilith statues from diablo 4. Edit: OOO! Lil thing i thought of to balance that is they put level caps on the tiers of ammo, that way when you play a new character you slowly unlock new ammo caps
My feelings on BL3 are almost completely in sync with yours, so I value your opinion on BL4. I think my biggest concerns based on what I saw and heard would probably be the lack of the mini map and the modifiers. Both of which seem like an easy fix with a toggle option on/off. At least the modifiers are scaled down to just individual enemies, and I'm guessing they will be kind of like anointed enemies in BL3 where they aren't as common. But endgame might get really hectic with more modifier enemies spawning as the difficulty increases. I'm also curious about visual pollution. I'm sure that would look very different at endgame as well, but do you have any feelings around that in your time playing or was it negligible? Do you see it potentially being an issue?
Can you explain to me why individual modifiers are a problem? Like, it's not Mayhem mode, where the entire thing can suck, but having some harder enemies sprinkled in keeps it fresh.
@@davidrosenberg9615 I agree with you that it's better, but I think what we haven't really seen is what things look like at endgame. Typically you're going to see more "badass" enemies once you're at max level, and we might find ourselves inundated with so many modifier enemies that it becomes the whole map. Who knows, they may have made the modifiers much more manageable than they were in BL3, that's why I'm saying it's a concern. I'm excited for the game and will be preordering it for sure. Just sharing my 2 cents!
My pants got a little stiff. I just hope we dont have a nerf war with gearbox. I think it's a lazy cope to nerf weapons and Vault hunters like they did in BL3. I get fine tuning stuff, but I was a day 1 Moze. I remember how broken she was and it made playing with friends boring because I would destroy everything. But thenon the flip side they nerfed her to hell and ruined her for a while. They brought her back up and moze is still the hardest hitting VH no doubt, but I wish the focus was more on making more viable and multiple builds for a vault Hunter, instead of turning a dial on how hard they hit. I mean look at Zayn. He became a beloved fan favorite when he finally got the buffs and love he deserved.
On the flipside, I played Zane at launch and he sucked ass until he got buffed, the balance will be a VERY fine line but I think BL3 is in a decent enough place rn
@@Jumzaaa one of the things i didnt mention much of in my og comment was weapon nerfs. I feel like gearbox doesnt know how to properly balance fun with their nerfs. Example, the Ion Cannon. I know that launcher was stupid broken when it first came out. But now its basically a shit tier launcher. It does damage, but all vault hunters can output more damage with a purple smg. I feel like gearbox needs to do 3 things with their gun balance. The first should be weapons should output damage equivalent to their weapon type. I should be able to pick up a launcher and know it will destroy whoever i shoot it at. I barely get any of the weapon challenges for a launcher because basic enemies need to be hit like 3 times before they get dusted. The other 2 things gearbox need to do is separate gimmick guns and op guns. I want to know that when i pick up a legendary it will either do something fun and entertaining, or its going to be a top tier gun. But gearbox has a history of nerfing the viable legendaries, nd sometimes re-buffing them on the slip. But an example of this, the Q system was such a good gun just as a purple, they made the OP Q system. Simple answer to this is that we clearly want good loot, but if you nerf the loot, we wont hunt for it, which means we wont play the game.
Moze's ult is divorced from equipment and thus really hard to balance. They should at least have made the Iron Bear scale with average item level or something, instead of just massively scaling with Mayhem to the point where a level 35 Moze can hop straight into Mayhem 10.
@@Ixarus6713I will be genuinely shocked if they don’t add it back in. I just don’t understand how people see this the loss of information as a good thing. Instead of just giving people the option they remove it entirely. Such a stupid change.
I'll say this, the fact that Gearbox is so open and willing to have all these content creators come and preview the game tells me they are proud of the product and wanting to make sure they get as much productive feedback as possible before launch. Rather unusual in this day and age especially this far in advance of release. Makes me feel a little better about the state of the game.
In regards to the minimap, I can totally understand Gearbox's concerns given the verticality of the levels just from what we've seen in this video and the previous official gameplay video they released. I feel like even something similar to what Destiny does would work well! For those that don't know it is basically a radar. It has 3 sections for close, medium and far, which light up with directional info (and sometimes up/down indicators too) to let you know the general direction and distance of enemies without having to create a literal map for every area etc that accurately and cleanly displays all the areas that would be overlapping with verticality
I'm a big fan of less visual pollution. Maybe they can put some options in accessibility for those who want more flashy effects. I am able to play all borderlands end games without a lot of issues but Borderlands 3 gives me headaches with how much flashing things that's on the screen.
If Gearbox is adamant about the exclusion of a mini-map, and the compass feels too cluttered mid-combat, MAYBE a (temporary) solution could be a radar. It could be small, a toggle, and offer a 360 set of info that could be removed from the compass when enabled.
I agree about the compass. We should have the option to disable compass/enable minimap to help with navigation and identifying enemy placement. We don't need death animations - it's just wasted player time - and we REALLY need the auto-sell feature BL3 got recently.
I'm betting stuff like "auto-sell on rarity lower than X" is the sort of thing they'll bring back a few years after release - probably like the feature in 3 that lets you make a new character at max level. Gearbox probably is avoiding features like these at launch - auto-sell is a thing you wouldn't want until you have a lot of experience with the game. It's similar to the way a lot of games won't let you tackle their game at max difficulty until you've beaten it at least once. Also - I thought initially you were overreacting to the missing minimap, but now I'm more concerned than I was. I think you were right.
i think pairing the compass with a destiny style radar that shows in sectors where an enemy is around you would already be a HUGE help. Also gearbox, if you do a compass you then have to do a sequence of small waypoints to the objective once you are on location. You already have the tech for GPS like pathing in the game (for echo 4) so just put one of these dots on every corner of the path inside a building or something without actually drawing the path.
I was thinking the exact same thing when they revealed they went without the minimap. They already went pretty Bungie with BL4, might as well do the radar, too.
@@subzero308 idk if you heard the update, but they added a radar 😅 They think that the minimap would be pointless because of how the map density and verticality is, so the radar is a fair compromise from what they want to make, but I'm reality, I think it should all come down as a choice. Let people choose to have a radar or minimap They said radar will be off by default and you have to enable it yourself in the settings
Hearing you say it was so much fun you forgot to use your action skill made me really happy because that would happen to me all the time at my peak with bl3
I'm actually looking forward to this game even more now, knowing that bulk of the complaints are only about new layouts / UIs (i.e easy fixes) . The signs are looking good !
Something I can’t comprehend with this game is why the enemy health bar is always dead center of the screen. Personally, that is extremely distracting in the field of view. It bothered me so much watching this short video. I loved how it was applied in BL3 where it would follow the enemy and was relative to their position on the screen.
The compass works well when it's implemented like in GoW, where it changes depending on where you are, so it actually indicates "the path" you need to take, rather than just the destination
I really like the rocket launcher/grenade choice, i always loved launchers but they ran out of ammo so fast and now the cooldown means you can just mix it in frequently
Im not sure if anyone has suggested this, but one way to mitigate the compass issue would be to include a situational minimap that "swaps out" with the compass when you enter a building. That way you get that visual representation of rooms and corridors that you need but you still have the compass system for a larger open world. As for the verticality i cant really tell from the footage but something as simple as an up/down arrow above the compass point to determine if you need to go up or down respectively
As someone that opens the map every 30 seconds cause I left my sense of direction at home I am very concerned and hope they add the map back
there is still a map thankfully but there is no minimap
Honestly, if the game is open world i dont want a mini-map. I just wanna being a chaotic vault hunter and go blow shit up and have fun. No sense of direction just throw caution to the wind lol
@@billdover3165 breath of the wild solved this almost 10 years ago by giving you the option to disable the minimap, but this doesnt mean that it's not an extremely important feature to have. You should be arguing for its inclusion like everyone else.
@@billdover3165also won’t know if a legendary dropped bc no minimap showing it
I have the same issue with Sense of Direction
As someone who is relatively unfamiliar with Borderlands, but has played a fair amount of 2/3, the biggest issue I have with this game so far is the UI. Borderlands 2 and 3 have SUCH distinct, soulful, and unique UI's. If they're wanting to replace/overhaul the visual style of the UI, it HAS to be replaced with something seriously awesome. Unfortunately, everything from the inventory screen to the vending machines just looks like such a massive downgrade from a visual/stylistic perspective. It doesn't look like Borderlands at all to me. That being said, I do think that this game looks really promising in almost every other aspect.
kind of sad to be honest but thats what happens when you try to pander to certain groups and have to make a product that doesnt offend anyone... you end up with bland slop.
I completely agree. Previous games style of UI made it look like you were ACTUALLY using the echo devices. Now they just look like menus instead of the in world holograms which I feel hurts the immersion
Yep. Looks like a mix of StarCraft 2 and some mobile game or MilSim FPS. It's too cold for Borderlands.
@@PP-on5vo Yeah this is exactly what I'm referring to really. In 2/3 it really looks like you're interacting with an in universe interface AND it looks super cool/is functional. Hopefully for future games they go back to that style.
i literally just commented the same thing
If anyone deserves a early hands on copy it's you buddy. You never play 1 different game between the last borderlands games.
I think the only other game that wasn’t borderlands he played was Remnant 2
He has def played other games.
@@benson465 that would be terrible! 😲
@@Heyo_Easyhow do you know are you a peeping Tom ?
@@humanactivated1017funny you say that. I am infact a stalker and he has indeed played other games. The other night when I was looking through his window, I seen him playing sex divers
I understand why extra verticality made the devs want to move away from a traditional mini-map. But I cannot fathom why their solution to navigating new environments that stretch more into the third dimension, was to go from a 2D map to a 1D compass. That’s completely counterintuitive. If they can’t come up with a better solution for 3D map visualization, they just need to put the minimap back.
Also, if they’re bringing back enemy modifiers for badasses, they should take out the EXP bonus modifier and make it so that all modifiers have a corresponding EXP bonus and/or loot quality bonus based on how much more difficult they make the enemy.
Maybe I’m being elitist, but I’ve gotten very comfortable traversing and understanding 3-D environments- I’ve played a lot of video games. I hate the idea of a mini map.
After playing Elden Ring, where the HUD is so minimal, i’ve really enjoyed playing games that are designed to be explored without staring at the HUD.
I guess if this many people are upset about it, they should probably just make it optional. But I’d be willing to bet that if they are so sure of themselves that the mini map isn’t necessary, it could turn out better to let people experience it without it first.
@@jontay4199 That’s not a unique thing to learn, everybody learns that after getting used to exploring any map, and you’re mistaken if you believe the average player isn’t just as capable at moving through a game world. You’re missing multiple points.
1) It’s not about traversal, it’s about location. No one has trouble traversing and understanding a map in most cases, the issue is in figuring out where something is without having to physically find it first so you can then use your skills in traversing and understanding a map to navigate it quickly and properly. This is the primary purpose of any navigational aid.
2) Related to the first point, for shooter games there are often multiple times in any fight where it helps to register where an enemy is, or multiple enemies are, before you can see them (I.E., from cover) so you can move/take cover accordingly. Beyond movement, it helps with target identification; a compass can’t help you distinguish between an ally and enemy in the exact same direction, can’t easily tell you how fast or slow an enemy is backing up or pushing forward, can’t show terrain to relate positions to, can’t easily tell you how close or far something is without crowding the UI (negating the entire point of a minimalistic navigation aid), etc.
3) A mini-map is better for accessibility and all U.I. exists to improve accessibility. Even if most people have no problem moving around and understanding a map without a mini-map, that’s not a valid reason to outright remove the option for people who might genuinely need it. Getting rid of the mini-map because you and I and 99% of the player-base can navigate well without it is akin to getting rid of wheelchair ramps because “most people can just walk up the stairs and the ramp wastes space.”
A game can be designed to be explored without staring at a mini-map; all games should be like that. This is not mutually exclusive with having a mini-map. It’s a navigational *aid* not a navigational necessity.
Uh hello skyrim?
I honestly love this idea. It makes more sense to reward players taking their time to defeat a more challenging enemy.
- Side Note: I wonder if those enemies or alternatively bosses, will drop the currency needed to purchase SDU slots. Though on the other side of the coin I think they might just reward players with that currency through completing world events.
@@themos9751 I said in my statement, if everyone is going to cry about it, they should probably just give the babies their bottle.
My actual point was, I’ve played good games that have mini maps and I’ve played good games that don’t have mini maps. If they have designed the game around not having a mini map, they might have a good reason for it and it might benefit the game to not have it. I actually don’t care that much, my preference would be that they have a good vision for the game, and they execute it.
Now that I’ve seen the preorder prices, it’s obvious they are executing on a vision of greed, just like wonderlands. If they can’t get the endgame and the story to a good spot, this game will be lucky to be a 7/10.
Really liked the mini map. Seeing a grey spot you haven't been to at a glance was great for exploration
And that encourages exploration more than a cluttered compass will. And why would you make an open world game if not for the world to be explored?
in BL3 my buddies and I called it "Clearing out the Dookie" cuz it was an orange/brown color. we know say that in every game with map fog. Its may favorite thing to do in these kinda of games
Technically, the mini map on the top right corner makes a lot more sense for a Borderlands game. The option to hide it to give a more minimal look would be great too.
I agree, a toggle feature frees up the UI
What is technical about that
@@rays_network 10 billion percent!
I'm thinking just marking a point or objective on a big map and simply having it ping at the players discretion while playing would be nice. Being able to highlight other players through walls would be ideal too.
@@rays_network right?! i feel like a toggle feature would be perfect hold the inventory button for 2-3 seconds it shows/goes away that would be perfect
The mini map is so essential. You use it unconsciously. I've never like compasses in other games for the reasons you listed.
We want minimaps!
The compass thing looks like a Ubisoft thing. 😅
@@Smaptastic hell at the very least a radar with enemy locations.
i gotta admit tho, the visual looks so clean without it lol
Well Ki11er Six does say in this video that is just another dumb thing borderlands players will complain about. Showing he really did go buddy up to the devs.
So cutscenes your character is in it...finally lol
it was a bummer when I killed both siblings and did all the fighting and at the end, I had to watch them posing like they did something significant.
Well that's it. I'll definitely pay $80 USD just for that feature.
Not.
@@fohrum4757 good thing the game isn't 80 dummy 💀
@@fohrum4757you don’t even know the correct price, you’re talking to a brick wall 🤑🤑
That was one of my big wishes
I think having the ability to spam launchers and grenades is one of the building blocks of borderlands. It’s always fun to see how much damage you can cause with launchers and grenades, I do hope there is some perk or skill that allows you to bypass to cool down or bring it down.
1) Ordinance is based on the equipped weapon. I think this guy just didn't look closely at the weapons. 2) One of the devs said it would probably be possible to make a 100 percent ordinance build, they just haven't done it. 3) The Lance skill tree for Rafa has a large amount of ordinance-based skills, and I suspect using that tree will allow you to pretty consistently put our ordinance damage using both your action skill and your ordinance equipment.
randy pitchford going back to being little saint james' resident magician and staying away from borderlands development would be the best thing for the franchise
I agree with you Ki11er. The fact that when you die it takes like a full 20 seconds to come back needs to be addressed. Just get rid of Echo-4's animation at the beginning and after the tunnel and that should fix it. I hope they address this.
I wonder if it's to hide loading. Makes sense if you consider it's taking you back to a previous point that's likely no longer rendered in memory.
@@brett84c it is to cover up loading time. Did you see the pc requirements to run this game? 😂
@@xilentjay4298 no, I didn't. I plan to play on console but Gearbox has been pretty historically terrible with optimization, haha.
@@brett84c The ps5 pro is going to chug, you'll need a 6 Pro or higher to play this game in full quality.
….just don’t die lol
I feel like the "Play the game not the mini-map argument" is more a symptom of the problem than the actual problem, maybe the visual clutter in the game is too much to receive information in combat intuitively, I think making the enemies pop from the environment more or even outlining/keylining enemies could help a lot with this, either way I would still prefer a mini-map LOL
In a sea of “early game hands on previews” on my home page, I clicked on this video immediately. Always trust the players reviews over review sites.
its Sponsored
@@TrickyJebusit’s sponsored yet halted the video he roasted it
dont trust this guy either. i guarantee he doesnt say how he truly feels about the game to stay on the developers good side. nothing but a shill like all the others
@@420aedsounds like he’s not saying how YOU truly feel about the game. The man has been cranking out BL content for years. He’s a fan of the game and the people that make, I doubt he’s gonna tear it down because of that and not because he’s being paid to say nice things.
@@420aed oh brother u doomers hate all the new games not everyones miserable like u, ppl actually enjoy playing games
Props for shouting out the other streamers at the event. There isn't much gameplay about and I wanted to check out everyone's experiences.
What they can do is have the map display the shops, objectives, and other similar icons and use the compass as a way to discover secrets and point you in a general direction for quests. Imagine just exploring the world and seeing a vault symbol appear on the compass. You don't know exactly where it is or what elevation but you know the general direction and can actually search and find the secrets that way. It would make it more immersive as I personally would feel like I'm actually hunting for secrets of the vaults.
THIS ^ is a PERFECT Idea!! I agree!
If they want to commit to having a compass but no minimap, then it may be beneficial to have a quick way to toggle certain types of symbols on and off to help clean it up as needed.
There could be a “Recalibrate/Adjust Compass” button on the map screen that pulls up a menu with which you can do just that. Having this be accessible via the map instead of the games settings would allow for much quicker access, although there is the minor inconvenience of having to be outside of combat to safely adjust it if you’re playing multiplayer.
Here are three examples of how that might help:
1. If you want to focus on completing old side missions, you could keep objective markers and enemies but disable everything else.
2. If you’re trying to explore, then keep collectibles, enemies, and if you intend on occasionally stopping at shops to clear out your inventory along the way, then shops as well.
3. If you want to minimize the amount of things on your HUD but would like to keep the compass for basic navigation, then disable everything.
Well said. I’ve never had an issue with compasses in other games, it the implementation here seems pretty bad. Maybe just making 3D waypoints in-world that you can see at all times would help?
Additionally, they can make closer or focused objectives pop more being more clearer, although for combat the mini map would still be the better choice, you can also incorporate both, a minimap plus Compass but that might be a bit to far away from their vision though it can also replace the objective visual pathing which in turn would be a bit more immersive imho.
I would hope for different hud styles like terraria where you can toggle the Mini map, and it style
i really dont like that inventory menu, i really like the BL3 inventory much better just visually at the very least. the BL4 one looks way too sparse!
Agreed
Agreed, not a fan 😕 bl3 inv menu was top notch
Yeah it definitely looks like an early build design or something you'd only find from a small indie dev. Definitely a step backwards in polish but hopefully it's going to change by the release candidate.
@@catzblu999they still have a few months to tweak some things like the ui or whatever and make it better. Hopefully, they make everything really nice looking but still functional.
@@kurtzashley63 it looked great but was very laggy and glitchy on console split screen
I think we should be given the option to turn the minimap on opr off, so I'm glad you brought that up.
This is a terrible take. All these players want their hand held it's absurd. Take a cue from Souls games and figure it out, take on a challenge. Gearbox's logic behind this decision holds up, now this is just going to be a point of contention causing a big part of the community to whine about this. They should have just released the game in easy mode with subtitles and turned based playing so no one would ever have to think or be challenged while playing.
@@mistermxyzptlk7841 how is more options for the player hand holding? if anything the new echo 4 "follow the blue line to your objective" is the handholding. There was a compass in borderlands 1 and we've moved past that with every borderlands release since then because it was obviously a cluttered mess. Even with borderlands 1 Goty enhanced they added the minimap along with the compass. Why take a step backwards?
@@makeleth some people are just miserable. having a minimap is one of the staples of making a good game.
@@mistermxyzptlk7841 Do you not see the irony of your comment? They added a robot that draws a line on the ground that you can follow. That's much more hand holding than a minimap lmao. In addition the radar just looks like a cluttered mess
@@mistermxyzptlk7841 Not a terrible take at all. Toggleable minimap would not harm anyone, and it would benefit a lot of players, so it should absolutely be a feature.
You mention souls games, but you don't recognize that the entire level design philosophy is built around not having a map. I've played DS1, Sekiro, and Elden Ring. The map in DS1 is all connected. There are shortcuts to and from nearly every area, and it's really easy to remember a few shortcuts and it's truly excellent game design. Sekiro is similar but less so. Larger maps, more disconnected areas, but a basic fast travel system. Another example of excellent game design, where each area is connected through the statues and also you can walk to them, but there really aren't shortcuts because the level design is fundamentally different than DS1. Elden Ring is open world on a huge map, so of course they will have fast travel and a map. No minimap is necessary in that game because there is no set mission, just an overarching goal. The minimap is only really useful for finding mission objectives, which do not exist in Elden Ring (I would have liked a quest log that tracks some things about each npc, but that's not the topic). There is a heavy emphasis on exploration and just doing "stuff". It's a good decision because it fits the style of game.
Borderlands is a linear story game. The levels are gigantic and totally disconnected from one another. Unlike every souls game where the levels are either relatively small or very interconnected (and Elden Ring which is open world). So, no souls game would benefit from a minimap. There are no primary objectives in those games. The absence of a minimap does not mean a game is challenging, it just means there isn't a minimap. Not sure why you are suggesting that there is. Souls games aren't challenging because they don't have minimaps. In fact, nevigation is quite easy in souls games due to the level design, which is not the same as it is in BL4. In BL4 navigation would be hindered, because we need to go to specific areas and specific mission objectives.
Gearbox's decision on this does not hold up, as is clearly demonstrated by the amount of people who want a minimap. It's a very important feature for this style of game. Again, why would you advocate against a minimap toggle? Do you just want people to have a worse experience because you think you're better than them, even though you fundamentally misunderstand souls games?
Presumably they will have an easy mode. They did with BL3, so I wouldn't be surprised if they kept it going. I would not play it personally, and I don't really see the point because Borderlands games aren't challenging. Strange that you mention subtitles next to easy mode, like clearly this is bait.
Cool first look, we def need the minimap. It feels like Apple taking features away from iPhones and then if they re add it in the future they'll make a big deal out of adding a new feature. Just give us the option to toggle it if some people want to play without it
As a disabled gamer (someone who is legally blind) the echo will help so much with finding the little cracks and crevices of places.
Yup, would love to have the minimap and the compas can go. The minimap had a compas anyways. And it was way more readable.
Exactly. In a ambush situation - and you get that all the time in Borderlands 😂 - i already see them on minimap and can plan quickly how to tango down them one after the other. I think it's difficult on compass.
Compass is here to stay, much cleaner looking anyways.
@@doicaretho6851 You have no idea what cleaner means. Icons overlapping each other is the opposite of cleaner.
I think the mini map being a toggle option should definitely be in the game. In my opinion it was already very difficult to see when a co-op partner was in FFYL in Borderlands 3 during gunfights. Putting that on a compass is just exasperating that problem tenfold.
Justice for minimap✊🏼
Having no mini map is gonna drive me bonkers
But why it's not that bad.@@PsychedelicLee
@@idkmehboi1972 The compass thing will just get cluttered and confusing like it did in the first game. But thats my personal opinion.
That would happen when you open up the map tho.@@PsychedelicLee
Am I the only one wanting the melee action skill to be first person? Krieg experience was only so good BECAUSE it was first person. You just feel WAY more immersed by doing so. Please 2k, listen to me, I am not alone!
I think they added some range skill moves that require precise positioning before or during activation, like swinging melee to hit 180 degree of radius of mobs, that's why the 3rd person pov
Knowing that Borderlands 4 is right around the corner is helping me keep my sanity as a I work outside in near 100 degree weather for the next week. I can’t wait for this game!
The compass and Echo-4 seem like Gearbox is taking something that works, breaking into two pieces, and doubling their problems / solutions / maintenance. If there isn't additional benefits to Echo-4 besides the cute factor -- BL4 Ewok without the Hasbro toy income -- then I'm missing the value add. A circular minimap with distal objectives shrunken down around it's perimeter would allow for both nearfield priority and detail as well as exploration opportunities in the distance.
I really hope they take care of the couch co-op crew and don't leave us hanging like they did in wonderlands with the god awful weapons cards etc.
It's good to know that BL2 writing style is returning. The one thing that does indeed concern me is the respawn timer. It's annoying in Destiny 2 when you have a long timer, it'll be more so in BL4.
He said the same thing for New Tales. I wouldn't trust his opinion on narrative storytelling.
@conorkilhenny5362 You do realise Anthony Burch who wrote BL2 helped write that game too right?
@@masterknife8423 And yet, New Tales was absolute dogshit. So, either Anthony had little say or he simply wasn't why BL2 was as timeless as it is
I just want the writing to be bareable.
The gameplay looks genuinely the best it's ever been.
But I also couldn't finish tina's wonderlands because when torgue started shouting about "respecting people regardless of his internal biases" I literally dropped my head onto my desk in sheer disbelief. (Especially since not long before I did a questline for some goblins in which I helped achieve a communist revolution, and it was played off completely straight as 100% a good thing)
I just wish we went back to just making jokes and having fun rather than trying to lecture the player or support a particular ideology.
The BL2 graphics are returning too. Don't forget that trash.
5:58 Man, that's some expert shooting around that tank/jar/thing. Nice shots K6.
There were flies buzzing around it and I killed them.
I feel by Borderlands 4, the company should know the basics of what their audience wants. The fact that they brought back the compass means they were listening...when we complained in pre sequel lol
I agree about the mini map. In an open world game the compass system gets confusing. For example when I played other open world games with a compass system I found myself opening the menu and looking at the map 5 or six times just to chart a path to the next spot in a quest. mini map just makes it flow a little easier so you are not constantly asking yourself “ am I supposed to be going this way” and hitting start and looking at a map every 10 seconds or so.
So yes. Early build of the game so there’s no telling what has been adjusted. For me the game looks very fun. I think it will be AWESOME! I like the idea of the compass. I do. Something new, but if there’s no minimap I’d love to see it get cleaned up a little more if possible. Maybe just help with the navigation side of things. Also the inventory screen could be tweaked a little to maybe a more smooth layout. That’s all I have. Other than that I think the game looks very fun and I’m excited for it.
I dislike the bar. It's new for Borderlands but not gaming and it's almost always worse than a mini map.
Not really new for borderlands at all, the very first game had a compass like this (just at the bottom of the screen). A lot of people who like the compass probably are used to using it from there- such as myself.
It takes some tweaks, but it can be the greatest if it’s finished right. See y’all in the vault
6:38 what if we can have compass settings that we can edit such as, don't have markers for POI past 25m, have 6% transparency on markers for POI at 15m, have 100% transparency and 25% bigger on markers for POI at 2m, and change colors of markers.
2:35 LMAO laid his ass out🤣🤣🤣🤣
One thing i noticed that is hard to get used to is that healthbars are fixed to the center of the screen rather than above enemies.
Sometimes it blocked the view of the enemy making it harder to land a shot.
While it is better for reducing screen clutter, i wish they had them stay on the enemy in a smaller form so you can track which enemy is weaker
why do people like you comment this like its a new system.. every single borderlands game has had the health bar pinned to the center of the screen
This is in every borderlands game if I'm not wrong
I believe the compass is a bit of an outdated system, I completely agree with you getting lost with it because it looks very cluttered when you add enemy markers onto it. The minimap in Monster Hunter Wilds I think is a perfect display of the ideal Mini-map for this game, showing elevation and having it customizable so the player can have their own selection of how to get through terrain and find the easiest path. Yes you will look more at the map but it will give you a detailed display compared to the compass where its "in this direction"
I mean the modifiers being negative is probably what they are supposed to be. They are there to make enemies stronger. Same in games like Diablo, Path of Exile or Grim Dawn. Champion/Elite enemies just have random Buffs in those aswell.
SARDINES
The only thing I know I want them to add is a quick swap load out option. Sometimes using certain character/ weapons builds are great for clearing mobs but not so great for bosses, or sometimes it's just an elemental matching thing. Either way, having a few load out presets that you can quickly cycle through would be fantastic.
Load outs would be awesome. Even better if you can include skill trees and gear in these loadouts. If they're dead set on charging in-game currency for respec-ing, charge for loadouts that do have different skills than what the player is currently spec'd into. If the skill trees are identical between loadouts, no charge.
If they don’t have auto sell rarities in launch, make no mistake, they will inevitably patch it in at some point. There ain’t no way they will get away with not having that feature now that we had that feature. Us fans will literally bombard them none stop until it’s in there. Bet. lol
I started following you and Joltz in the summer of 2019 during the lead up to launch of BL3. I started to get back into it at that point after years away from the series and you guys started being recommended to me by RUclips and it was one of the best recommendations ever lol. I'm looking forward to sit on your couch watching you play video games poorly for many more hours with BL4 ! 🔥🔥
In GTA V PC, you can double tap Z to zoom out the minimap temporarily. I think they could do something similar with the locator bar and have a minimap pop out
I fully agree with everyone one of you critiques. Especially the compass/minimap issue. Identifying enemies and NPCs in BL3 is honestly tricky sometimes
Auto-sell rarity is my absolute favorite addition BL has ever put in the game. I hope it's included in BL4
My only concern is the speed of the enemies, it seems like they are kinda just standing while you shoot at them. As where in the previous games the enemies would try to find cover and dodge sometimes. But other than that the game looks awesome.
I'd really like to see a "hold to keep firing for all guns" accessibility option. Clicking each shot for semi-auto kills my wrists, so it's been a game changer for games like Destiny and Warframe.
Facts,my right index finger got damaged when I was young but can still function, but extended use hurts a bit so a auto fire option would be amazing, if there is a concern for making some weapons too powerful becuse of full auto assist, maybe make it shoot a bit slower with semi auto weapons spesificly when full auto assisted.
Great option, but if cant be better than manual clicking. Jakobs weapons would turn into faster automatic weapons and it would become the norm to have that option on
I tried playing Nisha in BL: The Pre-Sequel and promptly made an autofire script in AutoHotKey for her revolvers during the ult. Then I just changed to playing Aurelia instead.
@@Qwark909 Jakobs are straight damage with no elemental affinities, and typically bad secondary features if any. You can already set your mouse to turbo shooting via Steam anyway. Jakobs regardless of how fast you can mash your click or turbo would never outclass all other mfrs for all builds. For some builds you went Jakobs anyway so this would be a nice QoL so people are less likely to get carpal or wear out their mouse. Using Jakobs shouldn't have to feel like you're playing Starcraft 3.
@@catzblu999no i get that, but lots of people dont fiddle with steam options like that and console players dont really have that easy of a way to do it. It just shouldnt be faster than manual clicks or button presses if thats an option added to the game settings. Just dont want a setting like that to become the norm cause everyone would use it if it lets you consistently shoot at the fastest possible speed. Youd be capping yourself if you dont use it. At that point just make jakob weapons automatic
I.... I just can't believe I've watched 4 reviews so far that have said absolutely NOTHING about the loot. How are the guns? How's the variety? How's the variability on the gun parts? My gawd. In a game that has promoted itself on the crazy gun combos.... no one has talked about the gyad daym gyuns!
joltzdude talks about gun parts in his review, sounds like it’s going to be a nice upgrade from 3
I mean we were at level 5 to 10 ish, so…
@@Ki11ersixSo? Even at lower levels you get a bit of variety with weapons since BL2. BL1 it takes a little bit of time, but even then when you kill 9 toes you get a full auto fire element pistol with a blade. You could definitely have touched on weapons a little bit; what was new, how they handled/felt to use, designs, alternate firing modes, even ones that you particularly liked or disliked. The games staple selling point for alot of people is the guns
We had an hour and a half of playtime. I didn’t see that many different guns. I did find and use the throwing knife a lot and mentioned that in the video
Wow. This looks really good! Can't wait! Beautiful maps and the fighting looks really fun!
Just recently replayed BL3 and loved the auto-sell feature. This HAS to be in BL4 it was such a gamechanger when replaying the game. And thanks for bringing it up as no other youtuber discussed it. Appreciate voting this up to make sure the developers take note. Cheers.
Hold Triangle = *brings up a gun selection.* (This is what I want since we can no longer use the D-pad for this)
Quality of life features not on previous borderlands games: add more sensitivity adjustment as well add a toggle for aim assist. I need curser to stop shifting from a crossing target when targeting another enemy
That's aim assist. Trust me, you're better off disabling that. Most of the time it will just drag you away from what you're actually trying to aim at.
If they are deadset on the compass, they can instead have a toggle button to show/hide less important icons. So when in combat, it only shows quest objective and enemies.
Also instead of a minimap, they can do the halo/destiny radar for enemies so you have a general idea. Rather than pinpoint accuracy for all enemies around you.
Compass for objectives and points of interest, radar for enemies.
The grappling hook is a pinch from Bullet storm...it looks like a lot of fast action fun...missing the Mini map..
If enough pushback is received on the compass system when the game launches, I feel like the mini map will eventually be added back in. There is a reason why compass systems aren't in many games over mini maps.
Totally agree with the compass or minimap option
A combo compass/minimap would probably work perfect. Only game I can think of off the top of my head is Skull & Bones (which everyone hates except me) That game just recently switched to that style and it works pretty good. But basically it’s a round minimap in the corner that has your compass directions/waypoints etc surrounding it.
The dark theme and the lack of mini-map both make the UI HORRENDOUS...
The all-dark-theme of the menus and texts is a terribly poor design choice... Maybe Gearbox "bought" the UI sub-system, so they have to use it like it is? (I've seen this happen in other kind of software, where you don't program everything from scratch, and you license some parts already made to speed up development). If that's not the case, i honestly think that's the worst decision of all the Borderlands franchise...
I hope that there is (at least) a light theme... Imagine those faint blue letters in blue/black background for the people with visual problems... WOOF... horrible. Just horrible.
Same for me. I've been replaying BL2 but on Steam instead of my ancient Xbox One. So when seeing K6's gameplay footage, I initially thought that it now looks worse than the 1st teasers for BL4, which looks worse than 2 and 3. Not sure if it's because of the Unreal Engine 5, but I'm starting to get tired of the cell-shaded graphics. I'm really hoping the release version gets a big tweak to make it look better.
I like how there’s not much screen clutter like bl 3. Huge upgrade
They couldn't afford the clutter with the 15 year old graphics they used to develop BL4.
Aside from the minimap, there is considerably more clutter. The new leveling icon, the 4 weapon slots, the LB and RB actions, and the over crowded compass make me want to just ignore the entire hud aside from my health. All that + no mini-map = a loss in my book. The hud hardly changed in 1, 2, and TPS. Idk why they feel it needed change in 3 and 4.
@@xuavrice2338 I’m saying when taking into consideration combat clutter, it’s way less compared to the last installments. You could barely tell what was happening in BL3 figjts
20 seconds respawn is brutal, but i have to admit i do like the immersion echo-4 scanning you back to life provides
The re-spawn time absolutely needs to be fixed. I understand why they added both the death and Echo bringing you back to life animations because in practice it's fun to design these animations, but as a player it's cumbersome. I really don't want to have to wait that long after I die. Just quickly revive me and let me get back to it.
The compass obviously doesn't work. There's too many things in the world creating too much chaos on the compass. Add in the option to filter out icons in order to remove some of the clutter. Or... just make a mini-map. But it seems like Gearbox is set on the compass, so back to my first point. Allow us to toggle things so there's not so much going on.
One thing I do wish could change is the enemy AI. I really wish they would go for cover more often. Maybe that's not the play style they're aiming for, but they just have almost no situational awareness to the cover around them.
I'm really looking forward to this. I bought the steel book edition for BL3 and I'll get the super duper deluxe version this time around too. Big fan, played and beat all the games and can't wait to get my hands on this one too.
yeah the minimap is the biggest problem i see, a toggle for the compass or map would be good. i also think the ui should be more stylized, its a little flat and too cyberpunky compared to everything else
edit: forgot about the respawn time, its crazy long
Another thing i disliked was the hand holding, its hard to find a sense of discovery when they highlight every little secret area or chest or jump, easter eggs are meant to be discovered not obviously pointed out
Especially when the real charm borderlands has had is you finding random Easter eggs or chests on your own with exploration that other people might not even discover. Idk the more I see the less I’m impressed.
@@VaderDabsexactlyy like the minecraft easter egg it was only awesome cuz we had to find it
I love the feel of the game, gearbox charging 130 dollars for two more vault hunters and some other crap is insane, that’s like having a 70 dollar dlc for a 60 dollar game, like jeez man
"we want the player to get the most out of their money"
Wouldn’t it be 2 more vault hunters AND 4 story DLC’s over a year after launch??
Oh yeah, no, we need the mini map back. My ABSOLOUTE least favorite thing about Borderlands 1 was not having a mini map. It made navigation and trying to find objectives SO hard. 2k and Gearbox, if you see this comment, PLEASE give us a toggle feature to have to option between mini map or compass. Also, I'm very much on the fence about the UI. It doesn't feel like Borderlands, in my opinion, but more like Destiny or another game like that. I feel like if they want to go this direction with the UI, I would really like to see them incorporate some of the soul and uniqueness of the older UIs. Personally, I LOVED the UI and inventory system in 3. Ultimately, I am super excited for the game! Before seeing this, I actually was pretty on the fence about getting this entry into the series bc of what I had heard on Twitter and other socials about the game. I really hope the devs see this and do listen to the suggestions!
I agree that having the mini map as an option is super important.
please please please, everyone go and tell gearbox to put the minimap back in. wow, thats such a huge feature to remove.
I’m kind of upset about nobody talking about how bad the inventory UI is. I don’t know how to describe it other than it just being… bad. I personally strongly dislike how the guns and items themselves look in the UI, they just don’t look borderlands-ish. I dont understand why they went away from the opaque inventory where you could still feel immersed in the world… Especially when there’s this big push to try to feel immersed in the world with no minimap. Seems backwards to me. The art direction of the UI in general almost feels like some Ubisoft game or something, it almost reminds me of The Division or a similar game. Doesn’t feel like Borderlands. Another important point, I haven’t heard many people discuss the humor yet. We need to acknowledge how important the humor is to the atmosphere of the game… In any case… I really hope they rethink the UI, it is so vital to the feel of the game. To me right now, it looks really, really bad.
One thing they can do to alleviate the navigation problems is just have a slight waypoint path you can set to follow. Mark a point, a faint line appears.
I also thought it would've been dope if they made every ledge able to be grapple. It would open up so many options
real, you can't just add all these new methods to traverse landscapes and then limit it straight out of the gate. it's like taking a bird out of its cage to an open field then clipping its wings. They could at least put some secrets in the more obscure and hard to reach areas as a way to reward the players curiosity rather than restricting it.
Unless I misunderstood what you meant, they DO have that. It's one of the first things they announced. He covered it in this video he just didn't use it.
@@Kotov_Chaosyeah you can use ECHO 4 to give you a glowing line to your objective
I'm actually kind of glad the minimap issue gained so much attention. Since this is going to be such a large, open-world game, having a minimap just makes sense. Minimaps work well in fantasy RPGs because the pacing is slower, the action isn't constant, and relevant information is more spread out-so the UI rarely gets cluttered. Even then, elevation can still be a nightmare to interpret. Compasses just aren't practical for navigating large, complex environments. They provide limited spatial awareness and often force players to constantly reorient themselves, which breaks immersion and flow. I really hope this gets addressed moving forward.
At first I didn't mind the idea of not having a mini-map; however the more I see gameplay and the compass system the more I think having a Mini-map is important. But the death animation is the largest issue I can see. The inventory system is a bit of a worry, but will need to see more of it.
I am not worried about photo mode. I can see something like that being one of the last items added, so it does make sense for it not to be in an older build.
Overall I am looking forward to it, but I been a fan of the Borderlands series since the first one (I remember a time before they went with a more realistic graphics look to the game)
6:18 I don’t like u telling me what to do blah blah blah
New SDU system feels like lucky dice…
There is a reason ARPGs allow you to share stash and currency between players. You boost up alts.
Making a new char is gonna make me sigh cause imma have to pull up a video and get all these collectibles so i have ammo.
They could make it account wide like the lilith statues from diablo 4.
Edit: OOO! Lil thing i thought of to balance that is they put level caps on the tiers of ammo, that way when you play a new character you slowly unlock new ammo caps
My feelings on BL3 are almost completely in sync with yours, so I value your opinion on BL4.
I think my biggest concerns based on what I saw and heard would probably be the lack of the mini map and the modifiers. Both of which seem like an easy fix with a toggle option on/off. At least the modifiers are scaled down to just individual enemies, and I'm guessing they will be kind of like anointed enemies in BL3 where they aren't as common. But endgame might get really hectic with more modifier enemies spawning as the difficulty increases.
I'm also curious about visual pollution. I'm sure that would look very different at endgame as well, but do you have any feelings around that in your time playing or was it negligible? Do you see it potentially being an issue?
Can you explain to me why individual modifiers are a problem? Like, it's not Mayhem mode, where the entire thing can suck, but having some harder enemies sprinkled in keeps it fresh.
@@davidrosenberg9615 I agree with you that it's better, but I think what we haven't really seen is what things look like at endgame. Typically you're going to see more "badass" enemies once you're at max level, and we might find ourselves inundated with so many modifier enemies that it becomes the whole map. Who knows, they may have made the modifiers much more manageable than they were in BL3, that's why I'm saying it's a concern.
I'm excited for the game and will be preordering it for sure. Just sharing my 2 cents!
Optinal mini map is a must because it will be so hard to find doorways and other stuff without it
That compass looks so brutal 😂
My pants got a little stiff. I just hope we dont have a nerf war with gearbox. I think it's a lazy cope to nerf weapons and Vault hunters like they did in BL3. I get fine tuning stuff, but I was a day 1 Moze. I remember how broken she was and it made playing with friends boring because I would destroy everything. But thenon the flip side they nerfed her to hell and ruined her for a while. They brought her back up and moze is still the hardest hitting VH no doubt, but I wish the focus was more on making more viable and multiple builds for a vault Hunter, instead of turning a dial on how hard they hit. I mean look at Zayn. He became a beloved fan favorite when he finally got the buffs and love he deserved.
On the flipside, I played Zane at launch and he sucked ass until he got buffed, the balance will be a VERY fine line but I think BL3 is in a decent enough place rn
I was day one Zane, favorite character out of the entire lineup even if he sucked butt at the start. His dialogue was peak.
@@Jumzaaa one of the things i didnt mention much of in my og comment was weapon nerfs. I feel like gearbox doesnt know how to properly balance fun with their nerfs. Example, the Ion Cannon. I know that launcher was stupid broken when it first came out. But now its basically a shit tier launcher. It does damage, but all vault hunters can output more damage with a purple smg. I feel like gearbox needs to do 3 things with their gun balance. The first should be weapons should output damage equivalent to their weapon type. I should be able to pick up a launcher and know it will destroy whoever i shoot it at. I barely get any of the weapon challenges for a launcher because basic enemies need to be hit like 3 times before they get dusted. The other 2 things gearbox need to do is separate gimmick guns and op guns. I want to know that when i pick up a legendary it will either do something fun and entertaining, or its going to be a top tier gun. But gearbox has a history of nerfing the viable legendaries, nd sometimes re-buffing them on the slip. But an example of this, the Q system was such a good gun just as a purple, they made the OP Q system. Simple answer to this is that we clearly want good loot, but if you nerf the loot, we wont hunt for it, which means we wont play the game.
Moze's ult is divorced from equipment and thus really hard to balance. They should at least have made the Iron Bear scale with average item level or something, instead of just massively scaling with Mayhem to the point where a level 35 Moze can hop straight into Mayhem 10.
a co-op run with you, gasmask, and joltz would be HEAVENLY
No mini-map😱
We have known this for quite a while now, yeh, there is no minimap, instead wr have a compass
And it's a terrible change, just as we'd assumed it would be. I'll be waiting for them to add it back until I buy.
@@Ixarus6713I will be genuinely shocked if they don’t add it back in. I just don’t understand how people see this the loss of information as a good thing.
Instead of just giving people the option they remove it entirely. Such a stupid change.
I don't mind the change mostly because I tunnel vision so hard while playing games that i don't see that corner😂
If I know one thing about Gearbox, it's that universal clamoring for the minimap will only lead them to double down on not having it.
I will need a mini map.
I can not stand being blown up from behind having no idea what killed me.
Oh shit. You really got to play it already. Nice. I'm glad I didn't preorder yet. Wait Is that your gameplay?
Yes, it is Six's gameplay
I'll say this, the fact that Gearbox is so open and willing to have all these content creators come and preview the game tells me they are proud of the product and wanting to make sure they get as much productive feedback as possible before launch. Rather unusual in this day and age especially this far in advance of release. Makes me feel a little better about the state of the game.
They wouldn't let them share footage of any multiplayer. That's not a good sign, especially considering how bad MP was in BL3.
calling it, day one mini map mod
a minimap mod in one day? are you insane? these mods take time. it'll be done the day after >:)
In regards to the minimap, I can totally understand Gearbox's concerns given the verticality of the levels just from what we've seen in this video and the previous official gameplay video they released. I feel like even something similar to what Destiny does would work well! For those that don't know it is basically a radar. It has 3 sections for close, medium and far, which light up with directional info (and sometimes up/down indicators too) to let you know the general direction and distance of enemies without having to create a literal map for every area etc that accurately and cleanly displays all the areas that would be overlapping with verticality
Thanks for mentioning photo mode. I didn't use it much but I know a good chunk of the community really enjoyed it.
The whole ui looks like shit
it does not not look shit but it doesn't look good either
I'm a big fan of less visual pollution. Maybe they can put some options in accessibility for those who want more flashy effects. I am able to play all borderlands end games without a lot of issues but Borderlands 3 gives me headaches with how much flashing things that's on the screen.
If Gearbox is adamant about the exclusion of a mini-map, and the compass feels too cluttered mid-combat, MAYBE a (temporary) solution could be a radar. It could be small, a toggle, and offer a 360 set of info that could be removed from the compass when enabled.
I agree about the compass. We should have the option to disable compass/enable minimap to help with navigation and identifying enemy placement.
We don't need death animations - it's just wasted player time - and we REALLY need the auto-sell feature BL3 got recently.
Yeah, FFVII Remake had that exact same option to choose between compass or minimap, or even none if you felt like it!
Man, the borderlands community is really connected, I love it
I'm betting stuff like "auto-sell on rarity lower than X" is the sort of thing they'll bring back a few years after release - probably like the feature in 3 that lets you make a new character at max level.
Gearbox probably is avoiding features like these at launch - auto-sell is a thing you wouldn't want until you have a lot of experience with the game. It's similar to the way a lot of games won't let you tackle their game at max difficulty until you've beaten it at least once.
Also - I thought initially you were overreacting to the missing minimap, but now I'm more concerned than I was. I think you were right.
i think pairing the compass with a destiny style radar that shows in sectors where an enemy is around you would already be a HUGE help. Also gearbox, if you do a compass you then have to do a sequence of small waypoints to the objective once you are on location. You already have the tech for GPS like pathing in the game (for echo 4) so just put one of these dots on every corner of the path inside a building or something without actually drawing the path.
I was thinking the exact same thing when they revealed they went without the minimap. They already went pretty Bungie with BL4, might as well do the radar, too.
@@subzero308 idk if you heard the update, but they added a radar 😅
They think that the minimap would be pointless because of how the map density and verticality is, so the radar is a fair compromise from what they want to make, but I'm reality, I think it should all come down as a choice. Let people choose to have a radar or minimap
They said radar will be off by default and you have to enable it yourself in the settings
No minimap is criminal
Hearing you say it was so much fun you forgot to use your action skill made me really happy because that would happen to me all the time at my peak with bl3
I'm actually looking forward to this game even more now, knowing that bulk of the complaints are only about new layouts / UIs (i.e easy fixes) . The signs are looking good !
Something I can’t comprehend with this game is why the enemy health bar is always dead center of the screen. Personally, that is extremely distracting in the field of view. It bothered me so much watching this short video. I loved how it was applied in BL3 where it would follow the enemy and was relative to their position on the screen.
I think a minimap is absolutely vital for a looter shooter and making it optional through accessibility settings would be a great idea.
The compass works well when it's implemented like in GoW, where it changes depending on where you are, so it actually indicates "the path" you need to take, rather than just the destination
I really like the rocket launcher/grenade choice, i always loved launchers but they ran out of ammo so fast and now the cooldown means you can just mix it in frequently
Im not sure if anyone has suggested this, but one way to mitigate the compass issue would be to include a situational minimap that "swaps out" with the compass when you enter a building. That way you get that visual representation of rooms and corridors that you need but you still have the compass system for a larger open world. As for the verticality i cant really tell from the footage but something as simple as an up/down arrow above the compass point to determine if you need to go up or down respectively