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No macros? ok.. no reactive indicator? really?

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  • Cameo3Cameo3 Member Posts: 219


    Originally posted by rhorn842

    Originally posted by Cameo3
    They said they are keeping the UI locked as far as I could tell on the forums with a sticky on it. Too much room for error I read.
    http://pc.ign.com/articles/121/1214438p1.html
    From James Ohlen
    I know there's been some talk about [user interface customization] amongst our fans and is something that they're very passionate about. That's another thing that we have a team working on, to players a lot more power to essentially adjust their UI so they can move UI elements around, they can change the size or the alignment of it, and essentially customize how they get to play the game.


    Yes but they've said a big fat no to 3rd party ui's and mods. That's what I was talking about.

    Member of Talon | www.lakexeno.com
    RIFT: Redcameo, Warrior, Faemist Server
    RIFT: Bluecameo, Mage, Faemist Server

  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by rhorn842

    Originally posted by Cameo3

    They said they are keeping the UI locked as far as I could tell on the forums with a sticky on it. Too much room for error I read.

    http://pc.ign.com/articles/121/1214438p1.html

    From James Ohlen

    I know there's been some talk about [user interface customization] amongst our fans and is something that they're very passionate about. That's another thing that we have a team working on, to players a lot more power to essentially adjust their UI so they can move UI elements around, they can change the size or the alignment of it, and essentially customize how they get to play the game.

    there you go thanks for finding it before I did

  • rhorn842rhorn842 Member Posts: 21

    Originally posted by crysent

    Originally posted by rhorn842


    Originally posted by crysent



    I agree with this - The game in it's current state is about as easy as they come short of Rift and woW yet it's still too complicated for some people.  At what point is enough enough?  When the game plays itself?  How hard is it to figure out what keys to smash and when to smash them? Why do we need dual speccs? is PvE really that hardcore in thsi game?  

    Not sure if you played in earlier builds, but the most recent build has significantly ramped up difficulty. Not sure if you were running the 1-20 content or some of the actual later game flashpoints, but game difficulty can't be described as easy anymore. At the very least it is average, I'm sure several players would call it difficult.

     

    Added new moves to silver/gold mobs. If you don't use interrupts on some of these skills they will kill you.

    Added new boss strategies, you will wipe on certain bosses if it is your first encounter and you have no strategy.

    Added new patrol mobs in flashpoints, if you aren't careful with your pull you will get adds.

    Added more mobs pulls where additional mobs jet-pack/zip-line in to add more enemies to already complicated pulls.

     

    These are just a few recent changes to the game.

    And to really top it all, there is absolutly no death penalty, none, nada, nothing.

    Because death penalty determines how tough a game is... *roll eyes*

    I played old school MMO's, the fact is harsh death penalties sucked. They work for 10% of gamers who really want it to feel like work, but most people just want to have fun. There is nothing fun about doing hour long death runs.

  • Cameo3Cameo3 Member Posts: 219

    When people think of sandbox the first thing they usually think about it some strict death penalty. Which is why I will *roll eyes.*

    Member of Talon | www.lakexeno.com
    RIFT: Redcameo, Warrior, Faemist Server
    RIFT: Bluecameo, Mage, Faemist Server

  • Zeal77Zeal77 Member Posts: 158

    @OP. Be glad and gratefu; you're gonna learn how to play an MMO without handholding.

  • rhorn842rhorn842 Member Posts: 21

    Originally posted by Cameo3

     




    Originally posted by rhorn842





    Originally posted by Cameo3

    They said they are keeping the UI locked as far as I could tell on the forums with a sticky on it. Too much room for error I read.






    http://pc.ign.com/articles/121/1214438p1.html

    From James Ohlen

    I know there's been some talk about [user interface customization] amongst our fans and is something that they're very passionate about. That's another thing that we have a team working on, to players a lot more power to essentially adjust their UI so they can move UI elements around, they can change the size or the alignment of it, and essentially customize how they get to play the game.






    Yes but they've said a big fat no to 3rd party ui's and mods. That's what I was talking about.

    Personally I think this is the right decision. While I am all for customizing, third party mods make it so some player have an advantage over others. By keeping everything in their system it keeps the playing field more level.

  • crysentcrysent Member UncommonPosts: 841

    Originally posted by rhorn842

    Originally posted by crysent


    Originally posted by rhorn842


    Originally posted by crysent



    I agree with this - The game in it's current state is about as easy as they come short of Rift and woW yet it's still too complicated for some people.  At what point is enough enough?  When the game plays itself?  How hard is it to figure out what keys to smash and when to smash them? Why do we need dual speccs? is PvE really that hardcore in thsi game?  

    Not sure if you played in earlier builds, but the most recent build has significantly ramped up difficulty. Not sure if you were running the 1-20 content or some of the actual later game flashpoints, but game difficulty can't be described as easy anymore. At the very least it is average, I'm sure several players would call it difficult.

     

    Added new moves to silver/gold mobs. If you don't use interrupts on some of these skills they will kill you.

    Added new boss strategies, you will wipe on certain bosses if it is your first encounter and you have no strategy.

    Added new patrol mobs in flashpoints, if you aren't careful with your pull you will get adds.

    Added more mobs pulls where additional mobs jet-pack/zip-line in to add more enemies to already complicated pulls.

     

    These are just a few recent changes to the game.

    And to really top it all, there is absolutly no death penalty, none, nada, nothing.

    Because death penalty determines how tough a game is... *roll eyes*

    I played old school MMO's, the fact is harsh death penalties sucked. They work for 10% of gamers who really want it to feel like work, but most people just want to have fun. There is nothing fun about doing hour long death runs.

    I don't understand the *rolls eyes*  - I didn't say anything about "harsh" death penalty, certainly there is something about players having something to lose on dyeing.   I played "old school" MMo's myself and there was always a little risk whcih made the games all the more fun IMIO...Again, I don't recall saying ANYTHING about hour long death runs...??

  • Cameo3Cameo3 Member Posts: 219


    Originally posted by rhorn842

    Originally posted by Cameo3
     


    Originally posted by rhorn842



    Originally posted by Cameo3
    They said they are keeping the UI locked as far as I could tell on the forums with a sticky on it. Too much room for error I read.


    http://pc.ign.com/articles/121/1214438p1.html
    From James Ohlen
    I know there's been some talk about [user interface customization] amongst our fans and is something that they're very passionate about. That's another thing that we have a team working on, to players a lot more power to essentially adjust their UI so they can move UI elements around, they can change the size or the alignment of it, and essentially customize how they get to play the game.




    Yes but they've said a big fat no to 3rd party ui's and mods. That's what I was talking about.


    Personally I think this is the right decision. While I am all for customizing, third party mods make it so some player have an advantage over others. By keeping everything in their system it keeps the playing field more level.


    Exactly and less sandbox like.

    Member of Talon | www.lakexeno.com
    RIFT: Redcameo, Warrior, Faemist Server
    RIFT: Bluecameo, Mage, Faemist Server

  • Laughing-manLaughing-man Member RarePosts: 3,655

    Originally posted by sanosukex

    Originally posted by Laughing-man


    Originally posted by sanosukex


    Originally posted by Laughing-man



    I would be for OPTIONAL things, however a lot of games don' thave OPTIONAL indicators, they are just defaulted on and you can't turn em off and your screen is full of pop ups and you lose your depth your immersive feel.

    like which games? most everyone I played that had an inidicator like that let you place to wherever you wanted even if you could not turn it off

    WoW for instance?

    I could MOVE  Rift's but not turn it off.

    wow you can have mods to do anything you want with the UI so can't really bring that one up and yes rifts you can move wherever you want so if it bothers you so much you could even move it pretty much off screen.

    I've never seen a mod TURN OFF their "power aura" wanna be reactionary buttons.

    Wish there was one.

    So just  because the modding community CAN do it that means that the game makers can be sloppy?

     

    And moving a button "nearly" off screen is just as annoying as having it on my screen at all, off button please.

  • onthestickonthestick Member Posts: 600

    Originally posted by sanosukex

    Originally posted by waynejr2



    Logic:  They made a choice to not include them at release because they have limited dev resources and they would rather put out the game rather than delay it putting in every little feature.

     

    with the largest budget of any MMO released so far and taking ideas from years of MMO games from the past.. please

    why fix when it ain't broken?  nothing wrong with taking ideas from old MMOS when those MMOS have set standards for what features work successfully in themepark MMOS.

    How many servers SWTOR will launch with on release?

    ShredderSE - Umm how many do they need? Maybe 6.
    US, EU, Asian, France, German and Russian.
    Subs will be so low there is no need for more
    Snoocky-How many servers?
    The first 3 months a lot...after that 2 i guess, one for PVE and 1 for PVP...

    Thorbrand - SWTOR doesn't have longevity at all. Might be one of the shortest lived MMOs.

  • Cameo3Cameo3 Member Posts: 219

    2 MORE DAYS PEOPLE...........................................
    .....

    [AD NAUSEUM]

    2 MORE DAYS!!!! =]

    Member of Talon | www.lakexeno.com
    RIFT: Redcameo, Warrior, Faemist Server
    RIFT: Bluecameo, Mage, Faemist Server

  • rhorn842rhorn842 Member Posts: 21

    Originally posted by Cameo3

     



    Exactly and less sandbox like.

    If you want a sandbox game, let me help you. Find a new game, this one isn't for you.

  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by Zeal77

    @OP. Be glad and gratefu; you're gonna learn how to play an MMO without handholding.

    lol there is nothing hard about this game in any shape or form.. All my OP thread was pointing out as to why this feature is missing from a AAA game when all the others have it or at least allow me to move my toolbar where I like it(which is coming sometime). Difficulty has nothing to do with me watching the screen or watching my tooldbar its a matter of convenience and not having to constantly look at my toolbar makes the game more enjoyable to me and many other people out there.

  • StoneRosesStoneRoses Member RarePosts: 1,816

    Originally posted by crysent

    Originally posted by rhorn842


    Originally posted by crysent



    I agree with this - The game in it's current state is about as easy as they come short of Rift and woW yet it's still too complicated for some people.  At what point is enough enough?  When the game plays itself?  How hard is it to figure out what keys to smash and when to smash them? Why do we need dual speccs? is PvE really that hardcore in thsi game?  

    Not sure if you played in earlier builds, but the most recent build has significantly ramped up difficulty. Not sure if you were running the 1-20 content or some of the actual later game flashpoints, but game difficulty can't be described as easy anymore. At the very least it is average, I'm sure several players would call it difficult.

     

    Added new moves to silver/gold mobs. If you don't use interrupts on some of these skills they will kill you.

    Added new boss strategies, you will wipe on certain bosses if it is your first encounter and you have no strategy.

    Added new patrol mobs in flashpoints, if you aren't careful with your pull you will get adds.

    Added more mobs pulls where additional mobs jet-pack/zip-line in to add more enemies to already complicated pulls.

     

    These are just a few recent changes to the game.

    And to really top it all, there is absolutly no death penalty, none, nada, nothing.

    There are games with that feature if that's what interest you. SWTOR doesn't, so yeah, I don't think this game will work for your taste. Hope you find one that will appeal to you!

    MMORPGs aren't easy, You're just too PRO!
  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by onthestick

    Originally posted by sanosukex


    Originally posted by waynejr2



    Logic:  They made a choice to not include them at release because they have limited dev resources and they would rather put out the game rather than delay it putting in every little feature.

     

    with the largest budget of any MMO released so far and taking ideas from years of MMO games from the past.. please

    why fix when it ain't broken?  nothing wrong with taking ideas from old MMOS when those MMOS have set standards for what features work successfully in themepark MMOS.

    not saying anything is wrong with it at all hence my OP. I was more commenting on your "limited dev roesource" comment

  • rhorn842rhorn842 Member Posts: 21

    Originally posted by Cameo3

     




    Originally posted by rhorn842





    Originally posted by Cameo3

     



    Exactly and less sandbox like.






    If you want a sandbox game, let me help you. Find a new game, this one isn't for you.





    WHAT!? I've been anti sandbox since the beginning bro. :

    Lol, well then to anyone else out there. there are defintely certain aspects of this game that have a sandbox feel to them, but for the most part, it's as themeparky as it gets.

  • Cameo3Cameo3 Member Posts: 219

    Actually there is a death penalty. Your gear loses durability every death (10%ish) and your respawn timer gets an extra 30 sec tacked on.


    So I mean I don't know...there are penalties but ehh...if you compare to others like wow it's better because you can rezz in place w/ that respawn timer. However, you always lose 10% durability (pve-wise) on a death even getting respawned.

    Member of Talon | www.lakexeno.com
    RIFT: Redcameo, Warrior, Faemist Server
    RIFT: Bluecameo, Mage, Faemist Server

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,196

    This is a text book case of making a mountain out of a molehill.  Really, you can't glance down at your skill bar for half a second to see whether an ability is on cooldown or not?

     

    There aren't a lot of abilities that have long cool downs where you would need to continuously be glancing back to the bar.. or keeping your eyes trained on it.

     

    I really just don't get this community sometimes,  they complain about how everything has gone easy mode in MMOs,  yet, they ask for macros so all they have to do is hit 1 button,  or they ask for indicators so they get a laser light show everytime their powerful abilities are ready so they know they can use them.

     

    I played the game for nearly half a year and didn't feel they needed any of that.  I watched my character and what was going on when playing pretty much all of the time,  knew my abilities, and knew that if I used a stun with a 2 minute cooldown,  I don't have to sit there and watch it refill slowly for a full 2 minutes.

     

    Personally I don't care what they do,  I played the game without any indicators and it was fine,  I'll play it with indicators too if people want to complain enough so that they add them.  I just feel they're pointless.  Might as well add in recursive macros and let people AFK their way through the entire game.



  • StoneRosesStoneRoses Member RarePosts: 1,816

    Originally posted by sanosukex

    Originally posted by waynejr2



    Logic:  They made a choice to not include them at release because they have limited dev resources and they would rather put out the game rather than delay it putting in every little feature.

     

    with the largest budget of any MMO released so far and taking ideas from years of MMO games from the past.. please

    So they should feel obligated?

    Why not ask them to at least put in a Pac-Man mini game while you are at it.

    MMORPGs aren't easy, You're just too PRO!
  • Cameo3Cameo3 Member Posts: 219


    Originally posted by rhorn842

    Originally posted by Cameo3
     


    Originally posted by rhorn842



    Originally posted by Cameo3
     

    Exactly and less sandbox like.


    If you want a sandbox game, let me help you. Find a new game, this one isn't for you.




    WHAT!? I've been anti sandbox since the beginning bro. :


    Lol, well then to anyone else out there. there are defintely certain aspects of this game that have a sandbox feel to them, but for the most part, it's as themeparky as it gets.

    And I for one, wanted to "ride the rails" in the star wars IP...finally. WOOT. :)

    Member of Talon | www.lakexeno.com
    RIFT: Redcameo, Warrior, Faemist Server
    RIFT: Bluecameo, Mage, Faemist Server

  • BarCrowBarCrow Member UncommonPosts: 2,195

    Reactive indicators are ok. I just notice when the action key is available and usually hit that. Never really been a problem. Hardly ever notice the  larger re-active icon that  other MMOs may offer and rarely use it anyway. They're nice for a bonus strike (in most cases) but hardly affect gameplay imo.

    As far as macros...I almost never use combat macros...when I did bother to make them for a game I usually ended up going back to regular key entry. The only macros I ever used regularly was one I called the "F@CK THIS"..which were a series of hold-breakers..AOE stuns..vanishes..or basically any other defense/escape manuevers..combined and macroed to one button for a break and run last ditch survival option. I usually forgot to hit it half the time.lol. I mainly like macros for social chat. Macro often said phrases ..greetings and/or curses..stuff like that with a target modifier so I can address it to specific players.

  • StoneRosesStoneRoses Member RarePosts: 1,816

    Originally posted by Zeal77

    @OP. Be glad and gratefu; you're gonna learn how to play an MMO without handholding.

    What he said!

    MMORPGs aren't easy, You're just too PRO!
  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by Slowdoves

    Originally posted by sanosukex


    Originally posted by waynejr2



    Logic:  They made a choice to not include them at release because they have limited dev resources and they would rather put out the game rather than delay it putting in every little feature.

     

    with the largest budget of any MMO released so far and taking ideas from years of MMO games from the past.. please

    So they should feel obligated?

    Why not ask them to at least put in a Pac-Man mini game while you are at it.

    but they DID its called space combat...

  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by Slowdoves

    Originally posted by Zeal77

    @OP. Be glad and gratefu; you're gonna learn how to play an MMO without handholding.

    What he said!

    this game hand holds ALL over the place you want no hand holding go play EVE. To say this game isn't a hand holding MMO like all the others like it is a joke. Not saying that's bad but you are making it out ot be something its not

  • rhorn842rhorn842 Member Posts: 21

    Originally posted by BarCrow

    Reactive indicators are ok. I just notice when the action key is available and usually hit that. Never really been a problem. Hardly ever notice the  larger re-active icon and rarely use it anyway. They're nice but hardly affect gameplay imo.

    Certain classes, specifically the Operative/Scoundrel AC, work off an ability that procs at different rates from different abilities. You then have a 10s buff that that stacks up to 2 times to activate 2-3 of your most important healing AND damage abilities. It's not immediately obvious when it procs and it's not immediately obvious you have the buff on by looking at your character. While it is possible to play the class as stands, it would definitely be easier if there was some more visible notification.

     

    And it isnt necessary to add these features, but they would improve gameplay, and don't need any major game overhaul changes. Something like this I would hope to be added in the first 1-2 months after launch.

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