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Restriction on the amount of spell/skills u can have active?

hellboiihellboii Member UncommonPosts: 9

So everything sounds good about this game except the fact that you can only have 9 abilities. i had a discussion with a friend about this and he said its probably to attrach casual players. Problem i have with that explanation  is that this game markets its self to be the game for the 1% with their 40 man raids and claim to be suited for the more ( and i hate this term) " hardcore " players.

Personally i think the game will be boring quicker with a abilities cap and less skillfull ( another thing they market the game at is to be more skillfull then your standard mmo.). Now this is not a hate post i m really eager to play this game but it does still worry me abit.

What do you guys think about this abilties cap?

Comments

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by hellboii

    So everything sounds good about this game except the fact that you can only have 9 abilities. i had a discussion with a friend about this and he said its probably to attrach casual players. Problem i have with that explanation  is that this game markets its self to be the game for the 1% with their 40 man raids and claim to be suited for the more ( and i hate this term) " hardcore " players.

    Personally i think the game will be boring quicker with a abilities cap and less skillfull ( another thing they market the game at is to be more skillfull then your standard mmo.). Now this is not a hate post i m really eager to play this game but it does still worry me abit.

    What do you guys think about this abilties cap?

    Actually, the ability cap is something that leans more toward advanced players than the casual player. When you have to limit yourself to a selection from your full arsenal, prediction and strategy comes into play that is completely absent from most MMOs where you just mash each button as the cooldown ends. The goal them becomes to

    • - prepare for your journey
    • - complement your team's skills
    • - predict and counter the enemy's skills

    It makes for far more diversity and challenge in gameplay. It also means that in PVP, casuals and PUGs may be at an extreme disadvantage.

     

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • WellzyCWellzyC Member UncommonPosts: 599

     

    I agree, I cant stand a limited abilities and a small hotbar.

     

    Character gets boring really fast, and combat becomes too simple.   Gw2 proved that, most boring combat I have ever experienced.

     

     

    I like fun abilities too like Mind vision  ect.   

    The way mmo's were: Community, Exploration, Character Development, Conquest.

    The way mmo's are now : Cut-Scenes,Cut-Scenes, solo Questing, Cut-Scenes...


    www.CeaselessGuild.com

  • YalexyYalexy Member UncommonPosts: 1,058

    Limiting the skills you can slot in your hotbar requires more tactical foresight, hence makes it harder for the casuals.

    And btw... look at TSW. Limiting the skills in your hotbar works like a charm actually and makes it much more interesting, especially if you're after those achievements in the dungeons.

  • aionixaionix Member UncommonPosts: 288
    Originally posted by WellzyC

     

    I agree, I cant stand a limited abilities and a small hotbar.

     

    Character gets boring really fast, and combat becomes too simple.   Gw2 proved that, most boring combat I have ever experienced.

     

     

    I like fun abilities too like Mind vision  ect.   

    GW2 had a completely different movement system though.  It was dodge, melee, and range.  Where movement is going to be much for important in Wildstar thanks to all the different telegraph shapes/sizes/types along with dodge,  sprint, and double jump.  I think having this many abilities fits perfect with such a movement skilled based game.

  • statrickstatrick Member UncommonPosts: 13
    most wow rotations in PVE consist of less than 9 abilities(maybe all of them to be honest), and only some classes use more then 9 abilities regularly in PVP, so i really don't see anything wrong with it.

  • AtmaDarkwolfAtmaDarkwolf Member UncommonPosts: 353

    Yea, I agree, I mean it must mean I'm a horrible player if I have to limit myself / choose from a pool of abilities that I can use, I mean, REALLY how much skill, foresight, etc does it take to select those skills which you need and the others u don't.

     

    God, REALLY, I mean I can be the omfgpwnzerawesomeestplayeronserver and be all PRO and shit like in wow where i can close my eyes, and have a good snooze while I roll my face back and forth across the keyboard and STILL win.

     

     

     

    Like.. DUH.

  • chakalakachakalaka Member UncommonPosts: 291

    Look, you can have a skill cap of whatever. (9sounds really good) The point of this type of "restriction" is to have a large total number of skills to choose from and to be creative with. (Think GW1) I personally love having a set limit of skills to use as long as the pool to choose from is pretty big. It's basically like specializing in a whole other matter even when there's certain types of specializing already. WildStar looks amazing.

     

  • chakalakachakalaka Member UncommonPosts: 291
    Originally posted by Loktofeit
    Originally posted by hellboii

    So everything sounds good about this game except the fact that you can only have 9 abilities. i had a discussion with a friend about this and he said its probably to attrach casual players. Problem i have with that explanation  is that this game markets its self to be the game for the 1% with their 40 man raids and claim to be suited for the more ( and i hate this term) " hardcore " players.

    Personally i think the game will be boring quicker with a abilities cap and less skillfull ( another thing they market the game at is to be more skillfull then your standard mmo.). Now this is not a hate post i m really eager to play this game but it does still worry me abit.

    What do you guys think about this abilties cap?

    Actually, the ability cap is something that leans more toward advanced players than the casual player. When you have to limit yourself to a selection from your full arsenal, prediction and strategy comes into play that is completely absent from most MMOs where you just mash each button as the cooldown ends. The goal them becomes to

    • - prepare for your journey
    • - compliment your team's skills
    • - predict and counter the enemy's skills

    It makes for far more diversity and challenge in gameplay. It also means that in PVP, casuals and PUGs may be at an extreme disadvantage.

     

     What Lok said    ^

  • StrommStromm Member Posts: 243
    Originally posted by hellboii

    So everything sounds good about this game except the fact that you can only have 9 abilities. i had a discussion with a friend about this and he said its probably to attrach casual players. Problem i have with that explanation  is that this game markets its self to be the game for the 1% with their 40 man raids and claim to be suited for the more ( and i hate this term) " hardcore " players.

    Personally i think the game will be boring quicker with a abilities cap and less skillfull ( another thing they market the game at is to be more skillfull then your standard mmo.). Now this is not a hate post i m really eager to play this game but it does still worry me abit.

    What do you guys think about this abilties cap?

    It's a good idea. It will give the game legs and depth.

    Regarding the 40 man comment, this design actually promotes more depth for the 40 man content as people work out their roles and the loadouts to support that. It's like putting together an old-school WoW raid comp, but with more flexibility for the players involved.

    Nothing but good here.

  • WellzyCWellzyC Member UncommonPosts: 599

     

     

    Avoiding large OBVIOUS red circles and cones on the ground doesn't take skill..

     

    Being creative with your cc, defensive, and offensive does.

    The way mmo's were: Community, Exploration, Character Development, Conquest.

    The way mmo's are now : Cut-Scenes,Cut-Scenes, solo Questing, Cut-Scenes...


    www.CeaselessGuild.com

  • DemalisDemalis Member Posts: 134
    Well this is the first strike I have seen against this game. I have read the posts and agree about the tactics side of it, I would just prefer a cap of maybe 12 to 15 skills.  Not just tailor made to fit on a controller. I started playing rpgs years ago phantasy star, Final fantasy 1(well maybe 3 or 4 the one first released in north America). And the idea was amazing but all the pause menu scrolling killed the immersion factor a bit. But on a PC I can have so many options to choose from in real time, yet they limit me for console players. 1 step forward 2 steps back I guess.
  • RossbossRossboss Member Posts: 240
    Originally posted by Demalis
    Well this is the first strike I have seen against this game. I have read the posts and agree about the tactics side of it, I would just prefer a cap of maybe 12 to 15 skills.  Not just tailor made to fit on a controller. I started playing rpgs years ago phantasy star, Final fantasy 1(well maybe 3 or 4 the one first released in north America). And the idea was amazing but all the pause menu scrolling killed the immersion factor a bit. But on a PC I can have so many options to choose from in real time, yet they limit me for console players. 1 step forward 2 steps back I guess.

    That's what I'm worried about. The interface will end up like Defiance if it does keep going that route.

    In most of the progressive MMORPGs, the rotations have essentially been boiled down to short duration buffs and standard skills.

    I played WoW up until WotLK, played RoM for 2 years and now Rift.
    I am F2P player. I support games when I feel they deserve my money and I want the items enough.
    I don't troll, and I don't take kindly to trolls.

  • hellboiihellboii Member UncommonPosts: 9
    Originally posted by statrick
    most wow rotations in PVE consist of less than 9 abilities(maybe all of them to be honest), and only some classes use more then 9 abilities regularly in PVP, so i really don't see anything wrong with it.
    so you might only use 9 spells for a certain rotation just the fact that you do have speels you can use situational make the game feel a bit more indepth. 
    For those who bring up the argument but i dont want 40+ binds that is not at all what i want either just 7-9 feel so shallow 12 or 15 would already make u feel like you have alot more options. Especially since all classes  only have 1 weapon they can use which already simplified the combat
  • faxnadufaxnadu Member UncommonPosts: 940
    Originally posted by Loktofeit
    Originally posted by hellboii

    So everything sounds good about this game except the fact that you can only have 9 abilities. i had a discussion with a friend about this and he said its probably to attrach casual players. Problem i have with that explanation  is that this game markets its self to be the game for the 1% with their 40 man raids and claim to be suited for the more ( and i hate this term) " hardcore " players.

    Personally i think the game will be boring quicker with a abilities cap and less skillfull ( another thing they market the game at is to be more skillfull then your standard mmo.). Now this is not a hate post i m really eager to play this game but it does still worry me abit.

    What do you guys think about this abilties cap?

    Actually, the ability cap is something that leans more toward advanced players than the casual player. When you have to limit yourself to a selection from your full arsenal, prediction and strategy comes into play that is completely absent from most MMOs where you just mash each button as the cooldown ends. The goal them becomes to

    • - prepare for your journey
    • - complement your team's skills
    • - predict and counter the enemy's skills

    It makes for far more diversity and challenge in gameplay. It also means that in PVP, casuals and PUGs may be at an extreme disadvantage.

     

    i agree with his one and next post say like funny abilities like mind vision, yeah well you totally are opposite player than me, i like fun aswell but that mind vision never find its way to my quickslots. some games have too much buffs and skills and you wont even need a half of em, they are just decorating your bars.

  • WizardryWizardry Member LegendaryPosts: 19,332

    when you see devs use caps or limits ,that is because they are too lazy to keep tabs on their design and ability additions.

    This way they can give you some decent choices without worrying about breaking their game.Problem is if you really do the work and put some thought into abilities before you make them,you don't need to worry about limits.

    Now using the example of RDM from FFXi ,it also has some limits.The limits are  from your sub class as to not break the Trinity system and the CLASS system.Once you just toss everything at each class,you no longer really have a class system,just a mess of choices.

    I mentioned the RDM because it is perhaps the most unique most powerful class ever designed in a game.This is because of it's vast amount of choice,not limitations.The RDM class can solo fights that are difficult for a group let alone solo.This coming from a game designed to group and not solo,so you can see how it is FUN  playing a unique well designed class  if done right.That is not saying that class breaks the game either as it has to conquer those incredibly tough fights over a longer time period and with skill.

    Seriously just ask your self WHY,they would need  limitations?I bet no excuse is warranted.Having to make your choice tougher is done by making good creature AI.They already have the Telegraph system,if they do it well,there is no reason for limitations.Also to the mention of just watching timers,well yes of course,it is called good  management.That is of course if timers are meaningful,most games i see have 1-3 second timers,might as well just call it spam timers.

     

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • GnarvGnarv Member UncommonPosts: 38
    All this does is it reduces the complexity. It will probably mean a larger focus on reactiontime and timing, in contrast to making the right choice of ability. Things become more predictable - in a scenario where you can utilize 30 abilities, You can now only use 7 abilities. Guess that you do have to make some choice on which to go with, but it will hardly be rocketscience. Teamplay is still teamplay wether you have 7 or 30 abilities, it wont be more needed.  In PvP for instnce it will be easier to predict what abilities will be used on the other team and instead positioning and reactiontime will become more important, as Said before. But not nessasarily more important than in a game that had a broader set of skills. Here those extra abilities would just add to the complexity on top of things like reactiontime and positioning, morale or whatnot.
  • NikopolNikopol Member UncommonPosts: 626

    I like having as many available abilities as I can in my MMOs. 100+ spells and no slot left to put them? Bring it on! :) It's one of the more enjoyable parts of playing an MMO(RPG) to me.

    I've also played the trading card games where deck-building is a thing on its own - something fun enough that you can just pass time designing decks for hours instead of actually playing them - but that's because those games rely hugely on the strategy employed in building those decks.

    So, if an MMO can make "picking your active skills" as important and strategic as it is in, say, Magic: The Gathering, then I'm OK with that... I'll even be intrigued.

    But if it's not fun just coming up with active skill "decks", and if it doesn't impact gameplay results as much as it does in M:tG, then just give me my damn abilities, thank you very much. :)

     

  • silvermembersilvermember Member UncommonPosts: 526
    Originally posted by Wizardry

    when you see devs use caps or limits ,that is because they are too lazy to keep tabs on their design and ability additions.

     

     

    I am sure you know the intentions of the developer or have developed for an MMO. A lot of great games limit your active abilities with great affect, I guess all those guys are lazy as well right? 

    Backset developers, they are worst than ants.

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