EVE Online just now added a scaling UI and it's been out how many years now?
Just sayin..
My point exactly.
There's plenty of time to add trivial things like this. Let BW focus on major bugs instead of pointless attention-grabbers. It'll all come in time, anyway.
For the OP: That is my opinion as to why they've decided not to add the flashy graphics coincidentally, it also happens to be the majority opinion - judging by this thread, that is.
but thats like square enix releasing the next final fantasy game with less features than any previous games(oh wait they did that ffXIV). You build upon what is out and expand on it. The game obviously borrows a lot from other MMOs yet is lacking in so many other things and not really expand upon whats already out there this doesn't take a genre forward but backwards. I don't want to start another one of these debates cause many threads on the issue already. But the point is a lot of these "trivial" things should of been put in for release if they had been planning on putting them in
You're talking about 1 ability that has a max, 30% chance to grant the status, which would mean about a 1 in 3 chance out of every direct damage attack, .... it can't occur more than once every 10 seconds... so essentially, you aren't going to be watching your bar forever.... most battles wouldn't even last that long.
So it doesn't happen randomly, even in a worst case scenario it happens once in every 10 hits of direct damage, and only once every 10 seconds. Checking your status bar for 1 icon every 10 seconds or so doesn't sound tough to me, or poor planning.
So you potentially have to spend 5 seconds after every 10 seconds looking at a buff bar. You don't see a problem with that? How is that a good game design?
Sorry bud, I'm all for making games harder. I'm not for using archaic game design to do so. And I sure as hell am not in favor of watching a stupid buff bar for a 10x10 pixel icon. I like watching the game itself. If you want to put an indication somewhere, put it in my primary field of vision.
Sorry, but your argument has absolutely no merit. If you want to make the game more difficult, then add complicated mechanics.
You're talking about 1 ability that has a max, 30% chance to grant the status, which would mean about a 1 in 3 chance out of every direct damage attack, .... it can't occur more than once every 10 seconds... so essentially, you aren't going to be watching your bar forever.... most battles wouldn't even last that long.
So it doesn't happen randomly, even in a worst case scenario it happens once in every 10 hits of direct damage, and only once every 10 seconds. Checking your status bar for 1 icon every 10 seconds or so doesn't sound tough to me, or poor planning.
So you potentially have to spend 5 seconds every 10 seconds after it procs looking at a buff bar. You don't see a problem with that?
Sorry bud, I'm all for making games harder. I'm not for using archaic game design to do so. And I sure as hell am not in favor of watching a stupid buff bar for a 20x20 pixel icon. Your argument has zero merit.
Lol, it has zero merit because you don't like it? You make it sound like someones kicking your dog every time you activate an ability... its not that hard, I played the game for half a year and dealt with a little bar with icons the whole time and had zero problems knowing when and how I should use my abilities.
Even in the sense of compromise, this feature would be "usable but not convenient" it is by no means even close to a game breaker, and you don't have this problem with every class, so just because you had a problem with 1 ability on 1 class... really? This is really the gripe? Because you can't see 1 skill proc?
Wow, man. I feel your pain. I mean, actually having to pay attention to things. The horror.
hope you enjoy it at 50 with dozens of abilties and no way to tell when you reactives are ready other than spamming the key hoping they are available or stare at your hotbar.. loads of fun there
I started gaming before indicators, unlike you, i know how to play my toon perfectly without relying heavily on indicators. You forget that indicator crap is a adaptation of a WoW mod, its not in everquest 1 or 2, its not in final fantasy 11, its not in lineage so most first generation Gamers know how to play without relying on crutches.
Thats the problem with to many UI mods, just like the way using MSN abbriviations fuck up your grammar in the long run, waiting for giant flashing click me buttons make you a weaker player.
Quotations Those Who make peaceful resolutions impossible, make violent resolutions inevitable. John F. Kennedy
Life... is the shit that happens while you wait for moments that never come - Lester Freeman
Lie to no one. If there 's somebody close to you, you'll ruin it with a lie. If they're a stranger, who the fuck are they you gotta lie to them? - Willy Nelson
You're talking about 1 ability that has a max, 30% chance to grant the status, which would mean about a 1 in 3 chance out of every direct damage attack, .... it can't occur more than once every 10 seconds... so essentially, you aren't going to be watching your bar forever.... most battles wouldn't even last that long.
So it doesn't happen randomly, even in a worst case scenario it happens once in every 10 hits of direct damage, and only once every 10 seconds. Checking your status bar for 1 icon every 10 seconds or so doesn't sound tough to me, or poor planning.
So you potentially have to spend 5 seconds every 10 seconds after it procs looking at a buff bar. You don't see a problem with that?
Sorry bud, I'm all for making games harder. I'm not for using archaic game design to do so. And I sure as hell am not in favor of watching a stupid buff bar for a 20x20 pixel icon.
I like how it's considered archaic to check for a buff every now and then. There were plenty of classes in Warcraft that, prior to their implimentation of proc / CD effects, had to rely solely on watching buffs and bars. You either make it work, of pick a class you're more comfortable with.
If it's that hard for you, or far too much trouble. Play a different class or wait until they add the graphics.
Not having a particular highlight effect is by-far one of the worst gripes at SWTOR I've seen. I'd prefer the Space Combat topic.
Lol, it has zero merit because you don't like it? You make it sound like someones kicking your dog every time you activate an ability... its not that hard, I played the game for half a year and dealt with a little bar with icons the whole time and had zero problems knowing when and how I should use my abilities.
Even in the sense of compromise, this feature would be "usable but not convenient" it is by no means even close to a game breaker, and you don't have this problem with every class, so just because you had a problem with 1 ability on 1 class... really? This is really the gripe? Because you can't see 1 skill proc?
No, it has no merit because it's a stupid way of making a game harder. You don't strip down a product to introduce artificial difficulty. It's not difficult to look down at the damn buff bar, but it's inconvient and sloppy.
You add mechanics that make the game require more decisions. That is good game design, what you are talking about it bad game design.
So you potentially have to spend 5 seconds after every 10 seconds looking at a buff bar. You don't see a problem with that? How is that a good game design?
Sorry bud, I'm all for making games harder. I'm not for using archaic game design to do so. And I sure as hell am not in favor of watching a stupid buff bar for a 20x20 pixel icon. I like watching the game itself. If you want to put an indication somewhere, put it in my primary field of vision.
Sorry, but your argument has absolutely no merit. If you want to make the game more difficult, then add complicated mechanics.
i agree there is nothing hard by having to keep an eye on your buff bar or skill bar but it doesn't do anything but make the game less fun because you spend less time watching whats going on around you(even if it's just a glance down every couple seconds). A character animated indicator would of been best so you can actually see your character animation and react based on that.
Lol, it has zero merit because you don't like it? You make it sound like someones kicking your dog every time you activate an ability... its not that hard, I played the game for half a year and dealt with a little bar with icons the whole time and had zero problems knowing when and how I should use my abilities.
Even in the sense of compromise, this feature would be "usable but not convenient" it is by no means even close to a game breaker, and you don't have this problem with every class, so just because you had a problem with 1 ability on 1 class... really? This is really the gripe? Because you can't see 1 skill proc?
No, it has no merit because it's a stupid way of making a game harder. You don't strip down a product to introduce artificial difficulty. It's not difficult to look down at the damn buff bar, but it's inconvient and sloppy.
You add mechanics that make the game require more decisions. That is good game design, what you are talking about it bad game design.
I think you contradicted yourself.
You would like to be told, via highlight, which button to press based on cooldown and proc; however, you think the game should add more mechanics which add player choice.
You're talking about 1 ability that has a max, 30% chance to grant the status, which would mean about a 1 in 3 chance out of every direct damage attack, .... it can't occur more than once every 10 seconds... so essentially, you aren't going to be watching your bar forever.... most battles wouldn't even last that long.
So it doesn't happen randomly, even in a worst case scenario it happens once in every 10 hits of direct damage, and only once every 10 seconds. Checking your status bar for 1 icon every 10 seconds or so doesn't sound tough to me, or poor planning.
So you potentially have to spend 5 seconds every 10 seconds after it procs looking at a buff bar. You don't see a problem with that?
Sorry bud, I'm all for making games harder. I'm not for using archaic game design to do so. And I sure as hell am not in favor of watching a stupid buff bar for a 20x20 pixel icon.
I like how it's considered archaic to check for a buff every now and then. There were plenty of classes in Warcraft that, prior to their implimentation of proc / CD effects, had to rely solely on watching buffs and bars. You either make it work, of pick a class you're more comfortable with.
If it's that hard for you, or far too much trouble. Play a different class or wait until they add the graphics.
Not having a particular highlight effect is by-far one of the worst gripes at SWTOR I've seen. I'd prefer the Space Combat topic.
Notice how they changed it? Again, it's not hard to do so. It's just dumb damn game design. This is not a hard concept to grasp.
It 's not hard looking for that icon, it is inconvient and detracts from the game.
You guys need to stop pretending like your somehow "better" players because you think looking at a buff bar is good game design. If you want to raise the skill level in the game, petition for complicated mechanics instead of trying to defend archaic UI design.
Lol, it has zero merit because you don't like it? You make it sound like someones kicking your dog every time you activate an ability... its not that hard, I played the game for half a year and dealt with a little bar with icons the whole time and had zero problems knowing when and how I should use my abilities.
Even in the sense of compromise, this feature would be "usable but not convenient" it is by no means even close to a game breaker, and you don't have this problem with every class, so just because you had a problem with 1 ability on 1 class... really? This is really the gripe? Because you can't see 1 skill proc?
No, it has no merit because it's a stupid way of making a game harder. You don't strip down a product to introduce artificial difficulty. It's not difficult to look down at the damn buff bar, but it's inconvient and sloppy.
You add mechanics that make the game require more decisions. That is good game design, what you are talking about it bad game design.
Its not harder just because you can't see it. If you want them to say "HEY LOOK OVER HERE" and point a big flashy arrow at the bar, you might as well just have them use the ability for you...
Its not bad game design just because you can't see it or understand how the ability works. If its really that big of an issue, don't play that class. You do realize you don't have to select that ability either, if you have such a problem using it... they give you choices here.
I would say though, you're probably right, as there are plenty of people out there where looking at a skill bar for a millisecond when you activate a direct damage ability would probably seem "hard" for some people.... I never considered looking at a bar to be "hard" before, but I guess there are people like that out there. I guess if they want to get the broadest player base possible they might as well add "accessibility" options for players who can't see the icons -- so I guess I'll agree with you afterall.
Lol, it has zero merit because you don't like it? You make it sound like someones kicking your dog every time you activate an ability... its not that hard, I played the game for half a year and dealt with a little bar with icons the whole time and had zero problems knowing when and how I should use my abilities.
Even in the sense of compromise, this feature would be "usable but not convenient" it is by no means even close to a game breaker, and you don't have this problem with every class, so just because you had a problem with 1 ability on 1 class... really? This is really the gripe? Because you can't see 1 skill proc?
No, it has no merit because it's a stupid way of making a game harder. You don't strip down a product to introduce artificial difficulty. It's not difficult to look down at the damn buff bar, but it's inconvient and sloppy.
You add mechanics that make the game require more decisions. That is good game design, what you are talking about it bad game design.
I think you contradicted yourself.
You would like to be told, via highlight, which button to press based on cooldown and proc; however, you think the game should add more mechanics which add player choice.
Yes, I think those two are quite opposite.
No? The mechanic doesn't change anything. The player will use the damn ability regardless of whether the icon flashes or you have to hunt through a buff bar. The only real difference is where the player has to look to know the ability is active. Is this really that hard of a concept to grasp?
You're talking about 1 ability that has a max, 30% chance to grant the status, which would mean about a 1 in 3 chance out of every direct damage attack, .... it can't occur more than once every 10 seconds... so essentially, you aren't going to be watching your bar forever.... most battles wouldn't even last that long.
So it doesn't happen randomly, even in a worst case scenario it happens once in every 10 hits of direct damage, and only once every 10 seconds. Checking your status bar for 1 icon every 10 seconds or so doesn't sound tough to me, or poor planning.
The ability procs at a 30% chance on slow-release medpac. This ability can be cast on multiple people, with 1 or 2 charges. It lasts 18 seconds, and the 30% happens on each tic. You tell me how that is not completely random, as it can proc off any of the 8-12 players it can be active on.
You're talking about 1 ability that has a max, 30% chance to grant the status, which would mean about a 1 in 3 chance out of every direct damage attack, .... it can't occur more than once every 10 seconds... so essentially, you aren't going to be watching your bar forever.... most battles wouldn't even last that long.
So it doesn't happen randomly, even in a worst case scenario it happens once in every 10 hits of direct damage, and only once every 10 seconds. Checking your status bar for 1 icon every 10 seconds or so doesn't sound tough to me, or poor planning.
So you potentially have to spend 5 seconds every 10 seconds after it procs looking at a buff bar. You don't see a problem with that?
Sorry bud, I'm all for making games harder. I'm not for using archaic game design to do so. And I sure as hell am not in favor of watching a stupid buff bar for a 20x20 pixel icon.
I like how it's considered archaic to check for a buff every now and then. There were plenty of classes in Warcraft that, prior to their implimentation of proc / CD effects, had to rely solely on watching buffs and bars. You either make it work, of pick a class you're more comfortable with.
If it's that hard for you, or far too much trouble. Play a different class or wait until they add the graphics.
Not having a particular highlight effect is by-far one of the worst gripes at SWTOR I've seen. I'd prefer the Space Combat topic.
Notice how they changed it? Again, it's not hard to do so. It's just dumb damn game design. This is not a hard concept to grasp.
It 's not hard looking for that icon, it is inconvient and detracts from the game.
You guys need to stop pretending like your somehow "better" players because you think looking at a buff bar is good game design. If you want to raise the skill level in the game, petition for complicated mechanics instead of trying to defend archaic UI design.
You just got done saying "No, it has no merit because it's a stupid way of making a game harder. " and now you said its not hard to do? Thats pretty contradictory....
If its inconvenient, thats one thing.. a lot of things in games are inconvenient...... eh.. dying for instance...
Its not archaic, even if the system was SOLELY based on chance (which it isn't). Its a part of learning how to play the game, simple as that.
You're talking about 1 ability that has a max, 30% chance to grant the status, which would mean about a 1 in 3 chance out of every direct damage attack, .... it can't occur more than once every 10 seconds... so essentially, you aren't going to be watching your bar forever.... most battles wouldn't even last that long.
So it doesn't happen randomly, even in a worst case scenario it happens once in every 10 hits of direct damage, and only once every 10 seconds. Checking your status bar for 1 icon every 10 seconds or so doesn't sound tough to me, or poor planning.
So you potentially have to spend 5 seconds every 10 seconds after it procs looking at a buff bar. You don't see a problem with that?
Sorry bud, I'm all for making games harder. I'm not for using archaic game design to do so. And I sure as hell am not in favor of watching a stupid buff bar for a 20x20 pixel icon.
I like how it's considered archaic to check for a buff every now and then. There were plenty of classes in Warcraft that, prior to their implimentation of proc / CD effects, had to rely solely on watching buffs and bars. You either make it work, of pick a class you're more comfortable with.
If it's that hard for you, or far too much trouble. Play a different class or wait until they add the graphics.
Not having a particular highlight effect is by-far one of the worst gripes at SWTOR I've seen. I'd prefer the Space Combat topic.
Notice how they changed it? Again, it's not hard to do so. It's just dumb damn game design. This is not a hard concept to grasp.
It 's not hard looking for that icon, it is inconvient and detracts from the game.
You guys need to stop pretending like your somehow "better" players because you think looking at a buff bar is good game design. If you want to raise the skill level in the game, petition for complicated mechanics instead of trying to defend archaic UI design.
I do hate to sound elitist, but one would think better players do pay more attention.
I don't see the argument. It's an aesthetic concept that in no way makes the game more enjoyable or convenient. Essentially, you would be doing the exact same thing - if you knew your class, that is - without the notifications that you would with.
If you can't be bothered to pay attention for the few seconds it takes check for a cooldown or proc, I certainly wouldn't want you to be in my Flashpoint / Operation group.
No? The mechanic doesn't change anything. The player will use the damn ability regardless of whether the icon flashes or you have to hunt through a buff bar. The only real difference is where the player has to look to know the ability is active. Is this really that hard of a concept to grasp?
it is apparently because it's what I have been trying to point out since page 1. Changing the mechanic of reactives is the only way to make it easier or harder in a sense. Like said earlier in the thread there really is no reason NOT to use these abilties if they changed this to make them more situational then the argument would have more merit because you would have to think about whether to use the ability or not.. right now its just as Draemos said only difference is where you look to know if the ability is ready.
You're talking about 1 ability that has a max, 30% chance to grant the status, which would mean about a 1 in 3 chance out of every direct damage attack, .... it can't occur more than once every 10 seconds... so essentially, you aren't going to be watching your bar forever.... most battles wouldn't even last that long.
So it doesn't happen randomly, even in a worst case scenario it happens once in every 10 hits of direct damage, and only once every 10 seconds. Checking your status bar for 1 icon every 10 seconds or so doesn't sound tough to me, or poor planning.
The ability procs at a 30% chance on slow-release medpac. This ability can be cast on multiple people, with 1 or 2 charges. It lasts 18 seconds, and the 30% happens on each tic. You tell me how that is not completely random, as it can proc off any of the 8-12 players it can be active on.
Which ability are you talking about? The ability in question was the passive Duplicity... which is optional. Duplicity doesn't proc on slow release medpac.. those are two different classes.....
Lol, it has zero merit because you don't like it? You make it sound like someones kicking your dog every time you activate an ability... its not that hard, I played the game for half a year and dealt with a little bar with icons the whole time and had zero problems knowing when and how I should use my abilities.
Even in the sense of compromise, this feature would be "usable but not convenient" it is by no means even close to a game breaker, and you don't have this problem with every class, so just because you had a problem with 1 ability on 1 class... really? This is really the gripe? Because you can't see 1 skill proc?
No, it has no merit because it's a stupid way of making a game harder. You don't strip down a product to introduce artificial difficulty. It's not difficult to look down at the damn buff bar, but it's inconvient and sloppy.
You add mechanics that make the game require more decisions. That is good game design, what you are talking about it bad game design.
Its not harder just because you can't see it. If you want them to say "HEY LOOK OVER HERE" and point a big flashy arrow at the bar, you might as well just have them use the ability for you...
Really? Cause my abilities do different things. I might not want to use "X" ability at that time if "Y" ability would be a more suitable ability to use depending on the situation. Are you a PvE player? That might explain it.
Its not bad game design just because you can't see it or understand how the ability works. If its really that big of an issue, don't play that class. You do realize you don't have to select that ability either, if you have such a problem using it... they give you choices here.
wut? You know you can use the damn ability when it procs, regardless of where the visualization occurs. The sloppy game design of making you check a convulted buff bar is the only real issue. There is no reason not to just put a animation/aura directly on your character.
I would say though, you're probably right, as there are plenty of people out there where looking at a skill bar for a millisecond when you activate a direct damage ability would probably seem "hard" for some people.... I never considered looking at a bar to be "hard" before, but I guess there are people like that out there. I guess if they want to get the broadest player base possible they might as well add "accessibility" options for players who can't see the icons -- so I guess I'll agree with you afterall.
I never said it was hard. I said it was a dumb way to introduce difficulty. It is not harder to look at a buff icon, it's just sloppy and poor game design.
Yer.. you have to actually look at the screen to figure out stuff.. If you're more alert and more environmentally aware you will have an advantage.
I raided in WoW then moved to raiding in LoTRO.. It's amazing how quickly you get used to noticing your buffs. Some people wont be able to handle this I understand and need a bigger alert.
Play it as it is.. Everyone has the same difficulties and same chances.. Is your edge though the add ons? If you cannot play without these add ons then I am sure you will be able to find a game that is for you.
I played WoW for longer enougth without dual spec, it wasn't that hard TBH. It was the healers I felt sorry for when levelling but TBH they have sorted that out with the companions.
From what I have seen every role is viable in PvP. without a respec.
You can change your spec though by visiting a trainer.. I guess the problem people have is the minute or it would take to visit the trainer to alter spec and not just flick it over to a different spec.. Some of you make such a big issue out of this I am surprised that you haven't contacted amnesty international.. Honestly people have to undergo much greater hardships then a few minutes inconvenience without the QQ of some of you
I would say though, you're probably right, as there are plenty of people out there where looking at a skill bar for a millisecond when you activate a direct damage ability would probably seem "hard" for some people.... I never considered looking at a bar to be "hard" before, but I guess there are people like that out there. I guess if they want to get the broadest player base possible they might as well add "accessibility" options for players who can't see the icons -- so I guess I'll agree with you afterall.
I never said it was hard. I said it was a dumb way to introduce difficulty. It is not harder to look at a buff icon, it's just sloppy and poor game design.
Taking a milisecond to look down is hardly considered sloppy or poor design. That's pretty snappy, imo; of course, I'm sure there's so much more than could be done in that vast gap of time between looking at your bar and whatever else you might be doing.
Lol, it has zero merit because you don't like it? You make it sound like someones kicking your dog every time you activate an ability... its not that hard, I played the game for half a year and dealt with a little bar with icons the whole time and had zero problems knowing when and how I should use my abilities.
Even in the sense of compromise, this feature would be "usable but not convenient" it is by no means even close to a game breaker, and you don't have this problem with every class, so just because you had a problem with 1 ability on 1 class... really? This is really the gripe? Because you can't see 1 skill proc?
No, it has no merit because it's a stupid way of making a game harder. You don't strip down a product to introduce artificial difficulty. It's not difficult to look down at the damn buff bar, but it's inconvient and sloppy.
You add mechanics that make the game require more decisions. That is good game design, what you are talking about it bad game design.
Its not harder just because you can't see it. If you want them to say "HEY LOOK OVER HERE" and point a big flashy arrow at the bar, you might as well just have them use the ability for you...
Really? Cause my abilities do different things. I might not want to use "X" ability at that time if "Y" ability would be a more suitable ability to use depending on the situation. Are you a PvE player? That might explain it.
Its not bad game design just because you can't see it or understand how the ability works. If its really that big of an issue, don't play that class. You do realize you don't have to select that ability either, if you have such a problem using it... they give you choices here.
wut? You know you can use the damn ability when it procs, regardless of where the visualization occurs. The sloppy game design of making you check a convulted buff bar is the only real issue. There is no reason not to just put a animation/aura directly on your character.
I would say though, you're probably right, as there are plenty of people out there where looking at a skill bar for a millisecond when you activate a direct damage ability would probably seem "hard" for some people.... I never considered looking at a bar to be "hard" before, but I guess there are people like that out there. I guess if they want to get the broadest player base possible they might as well add "accessibility" options for players who can't see the icons -- so I guess I'll agree with you afterall.
I never said it was hard. I said it was a dumb way to introduce difficulty. It is not harder to look at a buff icon, it's just sloppy and poor game design.
Whatever you say, you can win this round if it makes you feel better, because at the end of the day, the game is how it is. You can either deal with it and complain you need flashy lights so you can play your class adequately, and hope BioWare does something about it, or you can learn to play your class in the meantime. (or play a different class if you have a problem).
Arguing about it right here, right now, isn't going to change the fact that the game played exactly how it was supposed to play all through beta, and if you didn't like that 1 passive ability that was optional to select, thats your choice.
Which ability are you talking about? The ability in question was the passive Duplicity... which is optional. Duplicity doesn't proc on slow release medpac.. those are two different classes.....
The ability I originally based my post off was Upper Hand. Scoundrel/Operatives get Upper Hand/Tactical Advantage that can proc off the 2s heal ability, the Shiv ability, or a 30% proc off the slow-release medpac ability.
The fact that you're referring to a different ability is irrelevant, it still occurs in other scenarios in the game. I'm not saying I don't make it work, I like to think I play a very good Scoundrel, but I think it could be better done. Currently it can proc while I'm in the middle of about anything, since the 18s duration of slow-release. It's not that noticable of an animation, and I can have 7-8 buffs up easily at any given time. I just think they could either make it more recognizable, or have a seperate indicator for combo/tactical buffs as opposed to normal buffs.
Whatever you say, you can win this round if it makes you feel better, because at the end of the day, the game is how it is. You can either deal with it and complain you need flashy lights so you can play your class adequately, and hope BioWare does something about it, or you can learn to play your class in the meantime. (or play a different class if you have a problem).
Arguing about it right here, right now, isn't going to change the fact that the game played exactly how it was supposed to play all through beta, and if you didn't like that 1 passive ability that was optional to select, thats your choice.
although you guys defending how it currently is seem to be the minority since they already are changing the UI and I'm will not be suprised at all if macros aren't far behind. Unless you are saying the minority is influencing bioware on how to shape there game
I do hate to sound elitist, but one would think better players do pay more attention.
I don't see the argument. It's an aesthetic concept that in no way makes the game more enjoyable or convenient. Essentially, you would be doing the exact same thing - if you knew your class, that is - without the notifications that you would with.
If you can't be bothered to pay attention for the few seconds it takes check for a cooldown or proc, I certainly wouldn't want you to be in my Flashpoint / Operation group.
It's sloppy as hell, that's the argument. Any design mechanic that forces a player to look at a list of 10x10 pixel icons every 10-15 seconds is bad game design. It's like putting your speedometer in a different location than your gas gage.
I personally don't care about a cooldown watch function, those are stagnant and completely predictable. My irritation is purely w/ proc based mechanics.
The whole argument by you guys is that it makes the game harder. It doesn't, as a player who knows what he is doing will know exactly what to look for. What it does is make interaction w/ the game UI sloppy.
I do hate to sound elitist, but one would think better players do pay more attention.
I don't see the argument. It's an aesthetic concept that in no way makes the game more enjoyable or convenient. Essentially, you would be doing the exact same thing - if you knew your class, that is - without the notifications that you would with.
If you can't be bothered to pay attention for the few seconds it takes check for a cooldown or proc, I certainly wouldn't want you to be in my Flashpoint / Operation group.
It's sloppy as hell, that's the argument. Any design mechanic that forces a player to look at a list of 10x10 pixel icons every 10-15 seconds is bad game design. It's like putting your speedometer in a different location than your
I personally don't care about a cooldown watch function, those are stagnant and completely predictable. My irritation is purely w/ proc based mechanics.
The whole argument by you guys is that it makes the game harder. It doesn't, as a player who knows what he is doing will know exactly what to look for. What it does is make interaction w/ the game UI sloppy.
You just got done saying "No, it has no merit because it's a stupid way of making a game harder. " and now you said its not hard to do? Thats pretty contradictory....
No, I "got done saying" that is was a stupid way to introduce difficulty. The contradiction is you saying that it makes the game harder, when it is really just a convience issue.
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but thats like square enix releasing the next final fantasy game with less features than any previous games(oh wait they did that ffXIV). You build upon what is out and expand on it. The game obviously borrows a lot from other MMOs yet is lacking in so many other things and not really expand upon whats already out there this doesn't take a genre forward but backwards. I don't want to start another one of these debates cause many threads on the issue already. But the point is a lot of these "trivial" things should of been put in for release if they had been planning on putting them in
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
So you potentially have to spend 5 seconds after every 10 seconds looking at a buff bar. You don't see a problem with that? How is that a good game design?
Sorry bud, I'm all for making games harder. I'm not for using archaic game design to do so. And I sure as hell am not in favor of watching a stupid buff bar for a 10x10 pixel icon. I like watching the game itself. If you want to put an indication somewhere, put it in my primary field of vision.
Sorry, but your argument has absolutely no merit. If you want to make the game more difficult, then add complicated mechanics.
Lol, it has zero merit because you don't like it? You make it sound like someones kicking your dog every time you activate an ability... its not that hard, I played the game for half a year and dealt with a little bar with icons the whole time and had zero problems knowing when and how I should use my abilities.
Even in the sense of compromise, this feature would be "usable but not convenient" it is by no means even close to a game breaker, and you don't have this problem with every class, so just because you had a problem with 1 ability on 1 class... really? This is really the gripe? Because you can't see 1 skill proc?
I started gaming before indicators, unlike you, i know how to play my toon perfectly without relying heavily on indicators. You forget that indicator crap is a adaptation of a WoW mod, its not in everquest 1 or 2, its not in final fantasy 11, its not in lineage so most first generation Gamers know how to play without relying on crutches.
Thats the problem with to many UI mods, just like the way using MSN abbriviations fuck up your grammar in the long run, waiting for giant flashing click me buttons make you a weaker player.
Quotations Those Who make peaceful resolutions impossible, make violent resolutions inevitable. John F. Kennedy
Life... is the shit that happens while you wait for moments that never come - Lester Freeman
Lie to no one. If there 's somebody close to you, you'll ruin it with a lie. If they're a stranger, who the fuck are they you gotta lie to them? - Willy Nelson
I like how it's considered archaic to check for a buff every now and then. There were plenty of classes in Warcraft that, prior to their implimentation of proc / CD effects, had to rely solely on watching buffs and bars. You either make it work, of pick a class you're more comfortable with.
If it's that hard for you, or far too much trouble. Play a different class or wait until they add the graphics.
Not having a particular highlight effect is by-far one of the worst gripes at SWTOR I've seen. I'd prefer the Space Combat topic.
No, it has no merit because it's a stupid way of making a game harder. You don't strip down a product to introduce artificial difficulty. It's not difficult to look down at the damn buff bar, but it's inconvient and sloppy.
You add mechanics that make the game require more decisions. That is good game design, what you are talking about it bad game design.
i agree there is nothing hard by having to keep an eye on your buff bar or skill bar but it doesn't do anything but make the game less fun because you spend less time watching whats going on around you(even if it's just a glance down every couple seconds). A character animated indicator would of been best so you can actually see your character animation and react based on that.
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
I think you contradicted yourself.
You would like to be told, via highlight, which button to press based on cooldown and proc; however, you think the game should add more mechanics which add player choice.
Yes, I think those two are quite opposite.
Notice how they changed it? Again, it's not hard to do so. It's just dumb damn game design. This is not a hard concept to grasp.
It 's not hard looking for that icon, it is inconvient and detracts from the game.
You guys need to stop pretending like your somehow "better" players because you think looking at a buff bar is good game design. If you want to raise the skill level in the game, petition for complicated mechanics instead of trying to defend archaic UI design.
Its not harder just because you can't see it. If you want them to say "HEY LOOK OVER HERE" and point a big flashy arrow at the bar, you might as well just have them use the ability for you...
Its not bad game design just because you can't see it or understand how the ability works. If its really that big of an issue, don't play that class. You do realize you don't have to select that ability either, if you have such a problem using it... they give you choices here.
I would say though, you're probably right, as there are plenty of people out there where looking at a skill bar for a millisecond when you activate a direct damage ability would probably seem "hard" for some people.... I never considered looking at a bar to be "hard" before, but I guess there are people like that out there. I guess if they want to get the broadest player base possible they might as well add "accessibility" options for players who can't see the icons -- so I guess I'll agree with you afterall.
No? The mechanic doesn't change anything. The player will use the damn ability regardless of whether the icon flashes or you have to hunt through a buff bar. The only real difference is where the player has to look to know the ability is active. Is this really that hard of a concept to grasp?
The ability procs at a 30% chance on slow-release medpac. This ability can be cast on multiple people, with 1 or 2 charges. It lasts 18 seconds, and the 30% happens on each tic. You tell me how that is not completely random, as it can proc off any of the 8-12 players it can be active on.
You just got done saying "No, it has no merit because it's a stupid way of making a game harder. " and now you said its not hard to do? Thats pretty contradictory....
If its inconvenient, thats one thing.. a lot of things in games are inconvenient...... eh.. dying for instance...
Its not archaic, even if the system was SOLELY based on chance (which it isn't). Its a part of learning how to play the game, simple as that.
I do hate to sound elitist, but one would think better players do pay more attention.
I don't see the argument. It's an aesthetic concept that in no way makes the game more enjoyable or convenient. Essentially, you would be doing the exact same thing - if you knew your class, that is - without the notifications that you would with.
If you can't be bothered to pay attention for the few seconds it takes check for a cooldown or proc, I certainly wouldn't want you to be in my Flashpoint / Operation group.
it is apparently because it's what I have been trying to point out since page 1. Changing the mechanic of reactives is the only way to make it easier or harder in a sense. Like said earlier in the thread there really is no reason NOT to use these abilties if they changed this to make them more situational then the argument would have more merit because you would have to think about whether to use the ability or not.. right now its just as Draemos said only difference is where you look to know if the ability is ready.
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
Which ability are you talking about? The ability in question was the passive Duplicity... which is optional. Duplicity doesn't proc on slow release medpac.. those are two different classes.....
Yer.. you have to actually look at the screen to figure out stuff.. If you're more alert and more environmentally aware you will have an advantage.
I raided in WoW then moved to raiding in LoTRO.. It's amazing how quickly you get used to noticing your buffs. Some people wont be able to handle this I understand and need a bigger alert.
Play it as it is.. Everyone has the same difficulties and same chances.. Is your edge though the add ons? If you cannot play without these add ons then I am sure you will be able to find a game that is for you.
I played WoW for longer enougth without dual spec, it wasn't that hard TBH. It was the healers I felt sorry for when levelling but TBH they have sorted that out with the companions.
From what I have seen every role is viable in PvP. without a respec.
You can change your spec though by visiting a trainer.. I guess the problem people have is the minute or it would take to visit the trainer to alter spec and not just flick it over to a different spec.. Some of you make such a big issue out of this I am surprised that you haven't contacted amnesty international.. Honestly people have to undergo much greater hardships then a few minutes inconvenience without the QQ of some of you
Taking a milisecond to look down is hardly considered sloppy or poor design. That's pretty snappy, imo; of course, I'm sure there's so much more than could be done in that vast gap of time between looking at your bar and whatever else you might be doing.
Whatever you say, you can win this round if it makes you feel better, because at the end of the day, the game is how it is. You can either deal with it and complain you need flashy lights so you can play your class adequately, and hope BioWare does something about it, or you can learn to play your class in the meantime. (or play a different class if you have a problem).
Arguing about it right here, right now, isn't going to change the fact that the game played exactly how it was supposed to play all through beta, and if you didn't like that 1 passive ability that was optional to select, thats your choice.
The ability I originally based my post off was Upper Hand. Scoundrel/Operatives get Upper Hand/Tactical Advantage that can proc off the 2s heal ability, the Shiv ability, or a 30% proc off the slow-release medpac ability.
The fact that you're referring to a different ability is irrelevant, it still occurs in other scenarios in the game. I'm not saying I don't make it work, I like to think I play a very good Scoundrel, but I think it could be better done. Currently it can proc while I'm in the middle of about anything, since the 18s duration of slow-release. It's not that noticable of an animation, and I can have 7-8 buffs up easily at any given time. I just think they could either make it more recognizable, or have a seperate indicator for combo/tactical buffs as opposed to normal buffs.
although you guys defending how it currently is seem to be the minority since they already are changing the UI and I'm will not be suprised at all if macros aren't far behind. Unless you are saying the minority is influencing bioware on how to shape there game
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
It's sloppy as hell, that's the argument. Any design mechanic that forces a player to look at a list of 10x10 pixel icons every 10-15 seconds is bad game design. It's like putting your speedometer in a different location than your gas gage.
I personally don't care about a cooldown watch function, those are stagnant and completely predictable. My irritation is purely w/ proc based mechanics.
The whole argument by you guys is that it makes the game harder. It doesn't, as a player who knows what he is doing will know exactly what to look for. What it does is make interaction w/ the game UI sloppy.
This is basically my argument as well.