However, i can seem to live with the fact that the game is paused for the other player(s) when one wants to navigate through the menu. Even if they can swap to anothers character screen whilst doing so it still won't solve the issue of 1-3 other players getting impatient as they want to get back into the game while say one of my real casual friends will be receiving vocal instructions to navigate. I'm not saying these impatient people have any issues and would start acting like raging monkeys but they sure will want to stop playing. Imagine watching a movie someone keeps pausing. Sure 2-3 times is alright, any more and you'll probably want to do anything but watch that movie.
My solution which it would be too late to implement as the game is probably just going through legal and printing / packing finalisations is kind of pointless but i hear people as well as developers still don't mind listening to feedback. Since i try my best to explain without hurting feelings i'll go ahead:
1 menu to navigate whilst paused
What it could of been like / What can we do to fix this:
First off remove that obnoxious menu wheel before i continue. Basically all players can do / check something whilst waiting for the last player to be ready (check dps or stats description).
When the game is 'globally paused' each player has a "viewport" (Not really, sort of a eye-trick i guess as viewports = more rendering = performance drop although it's a menu screen). In each quadrant above / below the individual player's HUD a rows / column menu appears (e.g 1x4, 2x3, depending on menus [char, skills, talents, inventory). E.G.
|Character | Skills | Inventory|
Then you are taken to a rectangular screen in your 'view port' where you can navigate your option.
Like this: (Made in MS Paint in a few minutes)
Laugh if you must, the story i'm trying to tell is in the poorly drawn up picture lol.
As you can see and may understand this would have been better for the local coop players. Alright beware i am going to be rarely mean but hear it goes: The current system in the console version looks like Blizzard just copied Sacred 2's design and put a D3 design to it. That isn't very imaginative imo. It's just like WoW adjusting to everyone gets a chance of loot from bosses from lfr etc in mop, they only did that to compete with guild wars 2 advertising it around the time of 4.3. Well it's sure wasn't a coincident :) I could name a lot more of unique (not common) ones. Point is your suppose to vastly improve upon ideas using the brilliant ideas of your development team.
Well although it was too late i'd be happy just to know this was at least skimmed though.