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

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  • nate1980nate1980 Member UncommonPosts: 2,074

    Originally posted by Littlebomb

    Originally posted by sanosukex

    I can deal and see why people don't want macros. Although I don't see issue with system like rifts macro but again it's not a huge deal to me. What does bug me is why there is no indicator for reactive abilities? No pop-up box, no glowing indicator nothing. This really doesn't make sense to me since pretty much every game released now comes with this feature in one way or another.

    For me it takes so much out of combat because either A you miss the ability half the time cause you didn't know it was ready or B you spend way to much time watching your skill bar seeing if the ability is available.

    Hate it or not this is one thing I liked about rifts macro system. Allowing less buttons you had to worry about allowed you to focus more on the action and be more aware of whats going on around you. But to not have either just seems ridiculous to me. To not even have something as simple as the border of the skill box glow when its ready is just ridiculous to me.

    I totally agree.

     

    I'm also amazed they aren't releasing with Dual Speccing. 

    If I hit 50 and don't have dual speccing within a month I'll probably just quit. I'm not going to a trainer and redoing my hotbars because I want to pvp for 30 minutes before a raid.

    Swtor's has actually made me appreciate RIFT alot more.

    I don't like dual speccing and don't ever want to see it in SWTOR. Dual speccing makes FOTM builds easier to chase after and trivializes a players choices. They also force people to have dual speccs that only want to play one particular spec or they won't get groups as easily. For example, a player might only want to play a Sith marauder, but if there's dual speccs, people will expect them to have a juggernaught spec as well to tank with.

    Not cool. Besides, all specs and classes are viable in PvP, so there's no need for it.

  • TGSOLTGSOL Member Posts: 274

    Originally posted by Zeal77

    I think the gist of this whole thread is: if it's not like WoW, it's sloppy and poor game design.

    Get over it.

    Nobody is arguing that "not like WoW = bad," but It's funny that you, a TOR fan, would portray this sort of reasoning in such a negative light, given the below:

    "[World of Warcraft] is a touchstone. It has established standards, it's established how you play an MMO. Every MMO that comes out, I play and look at it. And if they break any of the WoW rules, in my book that's pretty dumb." - BioWare co-founder Greg Zeschuk

     

    Nobody adheres more to the "if it's not like WoW, then it's stupid" belief than Bioware themselves.


     

  • kaliniskalinis Member Posts: 1,428

    That is nto what it mean. They were talking about customer service and certain aspects of games. Wow has established standards that every game should aim to do as well if not better. Polish is one of them

    That said they are gonna give u a customizable ui just not at launch. The flashing beacon when u get 3 holy light or crap i could do without. It didnt exist in wow before cata 

    As for mouse overs i dont think u need them either. Take 2 seconds to click on a person. its not that hard. 

    Respecing of ac is a no no in my book . Wow doesnt allow class switching and since ac acts like a class of its own ac switching or ds witing diffrent ac's shouldnt be allowed

    Respecing within an ac and ds withing tthat ac i have no issue with. i dont think a new game needs ds , wow didnt launch with ds it was addeed in llk. So people need to remember some things like lgd are added as a game ages

    I agree with what bioware says on lfd by the way. The reason they want to wait to add it and they do intend to add one. is they want people to form a community and all before they give u a lfd tool. 

    They want players out exploring not sitting at fleet clicking lfd all day doing dungeons. i can see why that would be as they just spent all that money creating all this content and if players are just sitting at fleet spamming lfd then they arent out exploring these worlds they just got done creating.

  • rawidemarawidema Member UncommonPosts: 41

    The main issue with the OP's point is that the game was designed this way and he/she doesn't like it.  He/she thinks it's an "inconvenience" that this doesn't exist.  I like others on this thread agree that it's not an inconvenience it's a matter of knowing how to play.  Paying attention to what happens and when it happens.  Placing an indicator on the screen for "convenience" by it's very definition makes the game easier.  Then he/she says well it's all good if I could move UI elements on my screen.  Next the position will be it sucks.  I can see my reactive skill better but having the skill bars in the middle of my screen sucks.  Then it snowballs to where they want something like WoW just to show something.  Bottom line is, the game developer made it this way.  Play the game or don't.  It's sickening these forums how many people want to bitch about a games features when they aren't the ones paying to develop the game.

  • TGSOLTGSOL Member Posts: 274

    Originally posted by rawidema

    Placing an indicator on the screen for "convenience" by it's very definition makes the game easier.

    As has already been pointed out, this is only the case because of how poorly designed reactive skills are in MMO's.

     

    Basically, once these skills become usable, it's in your best interest to use. There is no real downside. If you give these skills (and really this applies to all skills, not just reactive ones) some real downsides, then it doesn't matter how easy or hard it is to see when they are available. The skill will come from being able to quickly and intelligently weigh the positives and negatives of using the skill within the context of the situation you currently find yourself in, so that you have to make an active, real-time decision based on a number of ever-changing factors.

     

    As it stands, these skills are pretty much "use immediately upon availability," which takes no skill at all. Under such an inane system, yes, making it easier to see when the ability is available IS making things easier. But the problem is ultimately not with visibility, but with the way the skills work in the first place.

     

    "Skill" should never, ever, in any genre of video game, be about how easily you can see an icon change color. But that's exactly how it is right now, and why so many rail against the idea, because with the way it works now, making it harder to know when a reactive ability is ready to use is the only way to make using it in any way "skillfull."

  • DraemosDraemos Member UncommonPosts: 1,521
    Originally posted by maskedweasel


    Originally posted by Draemos


    Originally posted by C1d0s



    Originally posted by Draemos



    Originally posted by maskedweasel



    Originally posted by Draemos



    Originally posted by maskedweasel



     

    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.

     

    Ok, so 10 seconds passes.  I know look down, the buff hasn't procced... I look down a second later, then a second later, then a second later, then a second later, then a second later... AND NOW IT PROCS.  

    That's dumb game design.  I shouldn't be monitoring a damn buff bar outside my  field of vision every 10 seconds waiting for a proc.  

    Thats a lot of looking down for no reason,  you'd hit an ability,  check for proc,  next ability,  check for proc,  within 3 abilities you'll have a proc then you have another 10 seconds.   Its a quick glance down, its not like you've got to search far and wide.

     

    Again, if we're to compromise,  maybe its a little tougher then we are saying it is,  and maybe its a little easier than you're saying it is,  at the end of the day,  it is what it is.  Its not a gamebreaker.

     

    It's not easy or hard. You keep bringing up the difficulty like its an arguing point. It's not. It's just bad game design. I shouldn't be checking the buff bar 3 times every 10 seconds, putting visual indication tools in out of the way places is bad design. It's even worse when you try to justify that bad design as added difficulty.
  • SideTraKdSideTraKd Member Posts: 100

    I think DS would be nice to have, because it is just a convenience, and not game-breaking.  But re-speccing AC would be horrible.  Might as well give everyone the ability to change their entire class to anything at any given time.

     

    Something does need to be done with proc abilities, though.  As a Sentinel, I had an ability that supposedly would proc every time I blocked.  After spending several hours where I would judiciously monitor my hotbar for it to proc, I gave up on the skill altogether because it hardly ever became active and I got sick of watching my bars instead of watching the actual fight.

     

    I don't necessarily want a "push this button now!" notification, but it might be nice to see combat info on screen beyond just damage.  Even just "block" or "dodge" would be nice.

     

    **EDIT**  If the devs are so dead set on having us pay every time we choose a different spec, it wouldn't be such a bad thing to have stored profiles for different specs.  That would eliminate the need to manually replace every point and redo all of your skill bars.  Could even have people pay for each profile too.  Just a thought...

  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by Zeal77

    I think the gist of this whole thread is: if it's not like WoW, it's sloppy and poor game design.

    Get over it.

    horrible overview and not correct in any sense

  • AldersAlders Member RarePosts: 2,207

    Any feature that has you watching your bar instead of the flow of combat is old design and needs to go. There's no "skill" in staring at your bar better than someone else. 

  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by rawidema

    The main issue with the OP's point is that the game was designed this way and he/she doesn't like it.  He/she thinks it's an "inconvenience" that this doesn't exist.  I like others on this thread agree that it's not an inconvenience it's a matter of knowing how to play.  Paying attention to what happens and when it happens.  Placing an indicator on the screen for "convenience" by it's very definition makes the game easier.  Then he/she says well it's all good if I could move UI elements on my screen.  Next the position will be it sucks.  I can see my reactive skill better but having the skill bars in the middle of my screen sucks.  Then it snowballs to where they want something like WoW just to show something.  Bottom line is, the game developer made it this way.  Play the game or don't.  It's sickening these forums how many people want to bitch about a games features when they aren't the ones paying to develop the game.

    really? pretty sure I'll be paying 15 a month what is that for again?

  • TGSOLTGSOL Member Posts: 274

    Originally posted by SideTraKd

    I don't necessarily want a "push this button now!" notification, but it might be nice to see combat info on screen beyond just damage.  Even just "block" or "dodge" would be nice.

    Exactly. It really doesn't have to be an easily pressable button that pops up in the center of the screen with flashing lights and "CLICK HERE NOW!" text. Just something that happens in the actual gamespace to let you know would be nice.

     

    Anything to remove, as much as possible, the focus away from looking at the UI and more towards looking at the battlefield itself is a good thing.

  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by TGSOL

    Originally posted by rawidema

    Placing an indicator on the screen for "convenience" by it's very definition makes the game easier.

    As has already been pointed out, this is only the case because of how poorly designed reactive skills are in MMO's.

     

    Basically, once these skills become usable, it's in your best interest to use. There is no real downside. If you give these skills (and really this applies to all skills, not just reactive ones) some real downsides, then it doesn't matter how easy or hard it is to see when they are available. The skill will come from being able to quickly and intelligently weigh the positives and negatives of using the skill within the context of the situation you currently find yourself in, so that you have to make an active, real-time decision based on a number of ever-changing factors.

     

    As it stands, these skills are pretty much "use immediately upon availability," which takes no skill at all. Under such an inane system, yes, making it easier to see when the ability is available IS making things easier. But the problem is ultimately not with visibility, but with the way the skills work in the first place.

     

    "Skill" should never, ever, in any genre of video game, be about how easily you can see an icon change color. But that's exactly how it is right now, and why so many rail against the idea, because with the way it works now, making it harder to know when a reactive ability is ready to use is the only way to make using it in any way "skillfull."

    agreed not sure why this is such a hard concept for people to grasp.

    On a side not all these people who are bashing me for saying I'd like such a "miniscule" feature added seem REALLY passionate about it not being in. If you really thought it was no big deal at all why come here and say page after page how it takes away from "skill" required to play the game then say it's such a stupid thing to argue over cause it's such a small feature. I really don't understand some people in my OP I nevero nce said the game sucks, its garbage, i'm not playing cause of it. Yet I get pages upon pages of responses saying that I'm making these sort of claims. Why can people not discuss features they don't liek or wish to be added no matter how small or big without getting flamed by 100 responses on how stupid Ia'm for even bringing this sort of thing up? Do you see me in the "this is the greatest MMO ever threads" bashing people? no you don't so why do it here?

  • DigitallyEndowedDigitallyEndowed Member Posts: 125

     


    There is so much ignorance in this thread…


     


    Having a clear indication or “alert” for reactive abilities and procs is a great idea. It’s got nothing to do with being lazy, or “having the game play for you” etc etc… Those are such closed-minded outlooks.


     


    It’s a pretty simple topic when you look at the core of it. There’s really no need for debate. Would you rather spend more time looking at your action bar, or more time looking at what is going on around you? This is the question you naysayers should be asking yourselves. When it comes down to it, I think for the vast majority, we all know the answer.


     


    Also, not everyone is the same. Not everyone has the same eyesight, the same reflexes, and the same capabilities. Some people are going to struggle keeping track of everything if they are playing a proc reliant class, while at the same time having to focus on their environment. Why should these people not be able to compete? Where is the logic in that? Having reactive indicators would help to alleviate various disadvantages that some individuals may be afflicted with. This is not the same as macros and mods that can “dumb the game down” for you. For the average person it doesn’t make gameplay easier as such. Yes it will allow you to focus a bit more on your surroundings, but not to any remotely impactful degree. For the disadvantaged however, it could help tremendously. Why discriminate? To a certain extent, features that let more people play and enjoy a game are a good thing.


     


    If you are against the implementation of reactive indicators, then you are either misinformed, very narrow-minded, selfish, a fool, or any combination of these.

  • adennadenn Member Posts: 13

    Originally posted by jdlamson75

    Wow, man.  I feel your pain.  I mean, actually having to pay attention to things.  The horror.

    real fun watching hotbars instead of the combat smart guy

     

  • catlanacatlana Member Posts: 1,677

    Originally posted by sanosukex

     

    agreed not sure why this is such a hard concept for people to grasp.

    On a side not all these people who are bashing me for saying I'd like such a "miniscule" feature added seem REALLY passionate about it not being in. If you really thought it was no big deal at all why come here and say page after page how it takes away from "skill" required to play the game then say it's such a stupid thing to argue over cause it's such a small feature. I really don't understand some people in my OP I nevero nce said the game sucks, its garbage, i'm not playing cause of it. Yet I get pages upon pages of responses saying that I'm making these sort of claims. Why can people not discuss features they don't liek or wish to be added no matter how small or big without getting flamed by 100 responses on how stupid Ia'm for even bringing this sort of thing up? Do you see me in the "this is the greatest MMO ever threads" bashing people? no you don't so why do it here?

    You get everything in these forums from GW2 trolls to ToR fanboys. This is a reasonable suggestion to add a reactive indicator. I can play without it, but adding one definitely does improve the playing experience. This type of issue is best posted on the official boards when they come back. I think most players would agree with you about the feature improving their gameplay. Furthermore, the devs are much more likely to see your post. I know target of target got put on the agenda by posts on the boards. 

  • GibboniciGibbonici Member UncommonPosts: 472

    Originally posted by Grahor

    Watching indicators constantly is not "paying attention", it's playing "press the button when the light goes on", which is a nice game by itself, but is usually played by monkeys.

     

    If the game has combat system which actually allows spamming of the attack "whenever it's ready", it should be automated as much as possible, because, honestly, what's the point? There is no skill in watching toolbar.

    But there is skill in learning the timings through experience, which is what happens no matter how reactives flag as ready.

     

    This isn't Rift or WoW or any other game, and the way the reactives work on the UI apply to everyone so it doesn't matter that much; everyone has the same disadvantage and the most skilled will minimise it. Sure, loads will macro it on their keyboards or whatever, but they're gonna do that anyway - flashy border or no flashy border - so they can pretend they're good at it.

  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by sbarra1x

     


    There is so much ignorance in this thread…


     


    Having a clear indication or “alert” for reactive abilities and procs is a great idea. It’s got nothing to do with being lazy, or “having the game play for you” etc etc… Those are such closed-minded outlooks.


     


    It’s a pretty simple topic when you look at the core of it. There’s really no need for debate. Would you rather spend more time looking at your action bar, or more time looking at what is going on around you? This is the question you naysayers should be asking yourselves. When it comes down to it, I think for the vast majority, we all know the answer.


     


    Also, not everyone is the same. Not everyone has the same eyesight, the same reflexes, and the same capabilities. Some people are going to struggle keeping track of everything if they are playing a proc reliant class, while at the same time having to focus on their environment. Why should these people not be able to compete? Where is the logic in that? Having reactive indicators would help to alleviate various disadvantages that some individuals may be afflicted with. This is not the same as macros and mods that can “dumb the game down” for you. For the average person it doesn’t make gameplay easier as such. Yes it will allow you to focus a bit more on your surroundings, but not to any remotely impactful degree. For the disadvantaged however, it could help tremendously. Why discriminate? To a certain extent, features that let more people play and enjoy a game are a good thing.


     


    If you are against the implementation of reactive indicators, then you are either misinformed, very narrow-minded, selfish, a fool, or any combination of these.

    very good post thanks for the feedback. I view this the same way for the most part yet some people feel so passionate against it I really don't understand why though.

  • azmundaiazmundai Member UncommonPosts: 1,419

    No Macros? Good. And yes, I had a ton of macros in that other game .. but honestly, who the hell -really- wants to mess around with macros? You do it because it gives you an edge or makes something more convenient, but i'd be just as happy if not moresoe without having to learn to code so I can raid.


    Reactive Indicator was perfectly adequate imo. I leveled to 25 on a Juggernaught and had no problems knowing when my retaliation and cooldowns were up / available.


    No Mouse over Healing? Good. Been healing since Molten Core and I used mouseover macros once to see what the fuss was about. I wasn't impressed. Completely unnecessary addition imo.

    Lets get back to discussing the things that actually need improvement like the ability to shrink the UI (which is not game breaking at all either)

    LFD tools are great for cramming people into content, but quality > quantity.
    I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already :)

  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by azmundai

    No Macros? Good. And yes, I had a ton of macros in that other game .. but honestly, who the hell -really- wants to mess around with macros? You do it because it gives you an edge or makes something more convenient, but i'd be just as happy if not moresoe without having to learn to code so I can raid.



    Reactive Indicator was perfectly adequate imo. I leveled to 25 on a Juggernaught and had no problems knowing when my retaliation and cooldowns were up / available.



    No Mouse over Healing? Good. Been healing since Molten Core and I used mouseover macros once to see what the fuss was about. I wasn't impressed. Completely unnecessary addition imo.

    Lets get back to discussing the things that actually need improvement like the ability to shrink the UI (which is not game breaking at all either)

    at 25 doesnt juggernaunt only have the one reactive skill(I didn't play one in beta so not sure) other classes have many more so just saying cause your one class found it perfectly adequate doesn't mean all the classes are.

  • RoinRoin Member RarePosts: 3,444

    Originally posted by sbarra1x

     


    There is so much ignorance in this thread…


     


    Having a clear indication or “alert” for reactive abilities and procs is a great idea. It’s got nothing to do with being lazy, or “having the game play for you” etc etc… Those are such closed-minded outlooks.


     


    It’s a pretty simple topic when you look at the core of it. There’s really no need for debate. Would you rather spend more time looking at your action bar, or more time looking at what is going on around you? This is the question you naysayers should be asking yourselves. When it comes down to it, I think for the vast majority, we all know the answer.


     


    Also, not everyone is the same. Not everyone has the same eyesight, the same reflexes, and the same capabilities. Some people are going to struggle keeping track of everything if they are playing a proc reliant class, while at the same time having to focus on their environment. Why should these people not be able to compete? Where is the logic in that? Having reactive indicators would help to alleviate various disadvantages that some individuals may be afflicted with. This is not the same as macros and mods that can “dumb the game down” for you. For the average person it doesn’t make gameplay easier as such. Yes it will allow you to focus a bit more on your surroundings, but not to any remotely impactful degree. For the disadvantaged however, it could help tremendously. Why discriminate? To a certain extent, features that let more people play and enjoy a game are a good thing.


     


    If you are against the implementation of reactive indicators, then you are either misinformed, very narrow-minded, selfish, a fool, or any combination of these.

    Pot meet Kettle. You talk about ignorance in this thread, and that is more or less what your whole post is.  The highlighted red line is proof. Anyone that doesn't agree with you or the OP is "misinformed, very narrow-minded, selfish, a fool, or any combination of these" Seriously?

    In War - Victory.
    In Peace - Vigilance.
    In Death - Sacrifice.

  • QuesaQuesa Member UncommonPosts: 1,432

    People react differently to different visual queues, which all most people really want. 

    I'll bet they add programmable UI's to the game within 12 months of release so we can all expect the purists to throw fits again in another thread full of intelligent posts.

    Star Citizen Referral Code: STAR-DPBM-Z2P4
  • sanosukexsanosukex Member Posts: 1,836

    Originally posted by Roin

    Pot meet Kettle. You talk about ignorance in this thread, and that is more or less what your whole post is.  The highlighted red line is proof. Anyone that doesn't agree with you or the OP is "misinformed, very narrow-minded, selfish, a fool, or any combination of these" Seriously?

    have to agree to an extent although agree with pretty much everything else in that post. I refrain from labeling or name calling people in these forums as obviously people have diffrence in opinions but just seems anything brought up negative or lacking from the game thats even as small as reactive indicator just gets blown out of proportions by people.

  • rawidemarawidema Member UncommonPosts: 41

    Originally posted by sanosukex

    Originally posted by rawidema

    The main issue with the OP's point is that the game was designed this way and he/she doesn't like it.  He/she thinks it's an "inconvenience" that this doesn't exist.  I like others on this thread agree that it's not an inconvenience it's a matter of knowing how to play.  Paying attention to what happens and when it happens.  Placing an indicator on the screen for "convenience" by it's very definition makes the game easier.  Then he/she says well it's all good if I could move UI elements on my screen.  Next the position will be it sucks.  I can see my reactive skill better but having the skill bars in the middle of my screen sucks.  Then it snowballs to where they want something like WoW just to show something.  Bottom line is, the game developer made it this way.  Play the game or don't.  It's sickening these forums how many people want to bitch about a games features when they aren't the ones paying to develop the game.

    really? pretty sure I'll be paying 15 a month what is that for again?

    The $15 is meant to pay back the development costs of the game and after the initial development costs have been recouped, then it's meant to pay for development of new content and features.  So, at this point in time, you have not thrown a dime into its development.  Even still which happens to be the main point you can't grasp, the game is still developed to the developer's vision not yours.

  • EraserheadEraserhead Member UncommonPosts: 343

    To the people that think it's good as it is, are you clickers as opposed to key pressers therefore are looking at your hotbars anyway?

  • rawidemarawidema Member UncommonPosts: 41

    Originally posted by sbarra1x

     


    There is so much ignorance in this thread…


     


    Having a clear indication or “alert” for reactive abilities and procs is a great idea. It’s got nothing to do with being lazy, or “having the game play for you” etc etc… Those are such closed-minded outlooks.


     


    It’s a pretty simple topic when you look at the core of it. There’s really no need for debate. Would you rather spend more time looking at your action bar, or more time looking at what is going on around you? This is the question you naysayers should be asking yourselves. When it comes down to it, I think for the vast majority, we all know the answer.


     


    Also, not everyone is the same. Not everyone has the same eyesight, the same reflexes, and the same capabilities. Some people are going to struggle keeping track of everything if they are playing a proc reliant class, while at the same time having to focus on their environment. Why should these people not be able to compete? Where is the logic in that? Having reactive indicators would help to alleviate various disadvantages that some individuals may be afflicted with. This is not the same as macros and mods that can “dumb the game down” for you. For the average person it doesn’t make gameplay easier as such. Yes it will allow you to focus a bit more on your surroundings, but not to any remotely impactful degree. For the disadvantaged however, it could help tremendously. Why discriminate? To a certain extent, features that let more people play and enjoy a game are a good thing.


     


    If you are against the implementation of reactive indicators, then you are either misinformed, very narrow-minded, selfish, a fool, or any combination of these.

    Ah, now I get it.  You are one of the people in life that believes that life should treat everybody the same and everything is peaches and ice cream.  If that is the shallow vision you have, that places you squarely within the last sentence of your post.  Get over it.  Life isn't fair.  Grow up, learn to deal with it, and quit complaining.  I think I will start making a post of every game I play about which nickle and dime features I think it's missing so I can hope that the game is changed for ME!.  If this feature is so bad and it irritates you that much.  It's quite simple.  DON'T PLAY!

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