Best Of
Re: Quantity of Abilities
Imma need you to read this comment and give it a thought. Trust me, your mind's about to be gaping-wide open.I normally play healer and I like having my situational abilities. I often put the longest cooldowns or most niche abilities on the 8, 9, 0, -, = section, even if it's not super intuitive to reach. So rez, cure debuff, Ult-heal you may never charge up except for that one raid boss, pre-battle buff, and my give-me-mana hotkey.
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The sort of clutter I don't like is when they split every damage and heal ability into separate things. Because then you become inundated with abilities and you really can't fit them on one hotbar. So, then you need a hotbar toggle, which is super frustrating in the middle of a fight in my personal opinion. Especially if it lags and it swaps to your heal bar, then back to your dmg bar when you needed it to just function to save lives. Swapping hotbars mid-battle is way too stressful, so I believe everything given should fit onto one hotbar.
As a healer main, I had my dispel on F2 to swap to my 2nd hotbar, followed by 7, and then another F-key press to get back to my primary heals. It's really not that big a deal, if you use F-keys on a laptop, or flat keyboard, or you use an MMO mouse.
And once you play it that way, it feels so much more fun than anything games like ESO can offer you.
I personally dislike them. They're lead to you having more heal abilities available than you would if they were split. This leads to each ability being watered down versions of what they would be if they were specialised, because otherwise cooldowns wouldn't work to balance your total healing output.Which is why I really like that Intrepid is making smart abilities! If you select an enemy--this spell does damage-- if you select friendly-- the same spell does healing. It's a small, but super beneficial quality-of-life change for healers that I wish I saw in more games. I think it's really, really, going to help the clutter issue.
This is the fake version of filling a skillbar. The WoW version of adding more, but doing it by reducing the potency of each skill, so you don't actually end up doing more than you were doing before they added more skills.
The positive effects of game design where you get more skills in your hotbar comes in when *all* of them are powerful (relative to their mana cost, cast time, and cooldown.) Hybrid abilities tend to clash with that condition.
This relationship of number-of-heal-abilities-available to health-restoration-potency-per-ability can be mitigated slightly by making the cast times shorter hybrid skill version you're promoting.
But it's still a downside I disapprove of.
Lag shouldn't affect the toggle. The toggle should be instant, and handles client-side only, like a virtual in-client extension of your keyboard functionality. This isn't ESO where you have to switch weapons to switch hotbars.So, then you need a hotbar toggle, which is super frustrating in the middle of a fight in my personal opinion. Especially if it lags and it swaps to your heal bar, then back to your dmg bar when you needed it to just function to save lives.
Re: Quantity of Abilities
I appreciate your thoughtful breakdown of the keys! Honestly, completely slipped my mind that Sprint was a thing and would likely take up most of the "Shift+" Hotkeys. Most MMOs with sprint have less abilities probably because of this. That being said, I don't think I mind too much that there's a lot of abilities?
I normally play healer and I like having my situational abilities. I often put the longest cooldowns or most niche abilities on the 8, 9, 0, -, = section, even if it's not super intuitive to reach. So rez, cure debuff, Ult-heal you may never charge up except for that one raid boss, pre-battle buff, and my give-me-mana hotkey. When you say only give a class 12 or any limited number of abilities; I'm always afraid it's just going to eat into what I can actually do, since in some of the most niche situations; healers are usually expected to be the solution for it. So, if you limit it to 12; I would normally still have the things listed above, leaving me with only about 7 feasible gameplay abilities ^^; Make two of those a stun and a stun break and I'm down to 5 abilities. I think my regular gameplay would be pretty boring in that case.
But if I could have 12 or so regular abilities + the stun + stun break + the situational abilities (19 total) I think that would feel pretty good.
The sort of clutter I don't like is when they split every damage and heal ability into separate things. Because then you become inundated with abilities and you really can't fit them on one hotbar. So, then you need a hotbar toggle, which is super frustrating in the middle of a fight in my personal opinion. Especially if it lags and it swaps to your heal bar, then back to your dmg bar when you needed it to just function to save lives. Swapping hotbars mid-battle is way too stressful, so I believe everything given should fit onto one hotbar. Which is why I really like that Intrepid is making smart abilities! If you select an enemy--this spell does damage-- if you select friendly-- the same spell does healing. It's a small, but super beneficial quality-of-life change for healers that I wish I saw in more games. I think it's really, really, going to help the clutter issue.
Overall, I think Ashes is right about where they need to be. Not too many, but also not too few.
I normally play healer and I like having my situational abilities. I often put the longest cooldowns or most niche abilities on the 8, 9, 0, -, = section, even if it's not super intuitive to reach. So rez, cure debuff, Ult-heal you may never charge up except for that one raid boss, pre-battle buff, and my give-me-mana hotkey. When you say only give a class 12 or any limited number of abilities; I'm always afraid it's just going to eat into what I can actually do, since in some of the most niche situations; healers are usually expected to be the solution for it. So, if you limit it to 12; I would normally still have the things listed above, leaving me with only about 7 feasible gameplay abilities ^^; Make two of those a stun and a stun break and I'm down to 5 abilities. I think my regular gameplay would be pretty boring in that case.
But if I could have 12 or so regular abilities + the stun + stun break + the situational abilities (19 total) I think that would feel pretty good.
The sort of clutter I don't like is when they split every damage and heal ability into separate things. Because then you become inundated with abilities and you really can't fit them on one hotbar. So, then you need a hotbar toggle, which is super frustrating in the middle of a fight in my personal opinion. Especially if it lags and it swaps to your heal bar, then back to your dmg bar when you needed it to just function to save lives. Swapping hotbars mid-battle is way too stressful, so I believe everything given should fit onto one hotbar. Which is why I really like that Intrepid is making smart abilities! If you select an enemy--this spell does damage-- if you select friendly-- the same spell does healing. It's a small, but super beneficial quality-of-life change for healers that I wish I saw in more games. I think it's really, really, going to help the clutter issue.
Overall, I think Ashes is right about where they need to be. Not too many, but also not too few.
keenow
1
Re: Player enemy visual Health Bar update on hit.
Ludullu_(NiKr) wrote: »It's not random when your party works as a unit and you have a designated targeter who makes the calls and makes sure that the target dies each time a call is made.No health bar just makes no sense, this is fully random dps without focused and tactical gameplay, you just fire randomly targets without knowing which targets potentially could be finished/swapped to.
Which will be 25% of the playerbase maybe at most
But yeah, to me it would just feel weird playing the game this way, fighting someone and not seeing their HP.
I don't know if I'm doing any damage to them, I don't know if it was a close fight or not, I have very limited information about the whole fight.
For large scale PvP, it makes no difference, I guess.
You would still see you do dmg and how much dmg you do, on top of if they block, evade, etc.
But I will lack context, are they getting healed, for how much, how much hp do they have in total or after heals, any shields/barriers they have, how much in total, etc.
Besides, it feels awfully weird to play that way.
My "solution" would be - Non-combatant enemy players = no knowledge about HP
- Combatant players in small scale = full knowledge of % HP they have
- Combatant players in large scale = current version, where we only see 4-6 bars
How this could be implemented? No idea. If it can't be implemented, just have it so we have full knowledge of combatant's hp, or even in increments of 5 or 10%.
As you fight a type of mob, over time you learn more about it. Like an experience bar for each mob type. In time you could tell how much hit points a bear had, a human, a dragon. To start, you would not.
Which would be fine I guess, but TTK is not going to be as long, and this system afaik only works for players, not mobs.
iccer
1
Re: Where is the progress
To add a bit more, i think its wild to complain about visuals things when that was one of the best dragons ive seen in games. That work also translates to pretty much all other dragons they make as well btw. So the hard work is done when it comes to rigging and some animation elements they have they can use between them.
I mean I was never complaining about the visuals, I was complaining that it was an exact copy and paste from 3 years prior, but I definitely don't agree it's one of the best dragon fights of all time, but I also don't really need it to be it's still an alpha, was never part of my criticism
ok what other games dragons are visual on par with that one, if not better.
Any dragon fights in GW2
Chicago
1
Re: Where is the progress
To add a bit more, i think its wild to complain about visuals things when that was one of the best dragons ive seen in games. That work also translates to pretty much all other dragons they make as well btw. So the hard work is done when it comes to rigging and some animation elements they have they can use between them.
I mean I was never complaining about the visuals, I was complaining that it was an exact copy and paste from 3 years prior, but I definitely don't agree it's one of the best dragon fights of all time, but I also don't really need it to be it's still an alpha, was never part of my criticism
ok what other games dragons are visual on par with that one, if not better.
Also final fantasy
Chicago
1
Re: Ideas on goldsellers and ban that feels?
Your average Joe isn't a gold seller.Sure you can still get around those with spoofing, but thats nothing your average joe will know how to do.
Rather, gold sellers are *generally* medium sized companies with dozens of employees, including a dedicated IT department.
Getting around a MAC address ban is trivial to a gold selling operation.
Noaani
1
Re: Where is the progress
To add a bit more, i think its wild to complain about visuals things when that was one of the best dragons ive seen in games. That work also translates to pretty much all other dragons they make as well btw. So the hard work is done when it comes to rigging and some animation elements they have they can use between them.
You should check out guild wars 2 world boss dragons their quite cool, I've never actually played it but watched a bit and I think ashes should aim for something of this scope at a minimum as guild wars 2 is over a decade old now
Chicago
1
Re: Where is the progress
I think showing a showcase that doesn't look like the visuals of the actual game * whilst * actively selling and promoting at the same is not transparent.
Then why are you asking them to showcase things that are almost definately not a a state that they will look like when the game is live?
That said, the showcase isn't about the games visuals. It is about the gameplay.
I mean at this point it should be about both,
also I don't need to see these systems showcased but would love to hear literally anything about them, and I think a Livestream that went over those topics would be much more well received than recycled content we have already seen
Chicago
1
Re: Kill the bots/gold farmers
I see people harassing others by reporting their name, you think this wont get abused?
Definitely!
Nemeses
1
Re: Kill the bots/gold farmers
The only way to deal with bot trains is to have active GMs within the game that will come investigate tickets. Purely out of game systems won’t solve the immediate issue, and catching the account in the act means more than any number of reports (because those absolutely would be abused)
Caeryl
1