Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Hope There Won't Be Limited Action Bar Space
ArchivedUser
Guest
Ashes seeks to be an extremely immersive mmo experience where choice matters. Some other mmos have tried to limit the amount of skills you have at one time limiting your choice to a what. I hope that ashes does this differently in that choice will lie more with when, instead of what. Having access to all skills an archetype has at once is extremely immersive. A great mage knows many spells and can pick the right one for the occasion. A great bard remembers all the songs he's played, likewise a formidable warrior shouldnt have to wait to stop fighting to use a skill that he already knows.
Thoughts on this?
Thoughts on this?
1
Comments
I wrote that up a wee while back hope it helps a bit. (Even though it still needs updated I'm working on it #oneladyteam
The Devs said they want skills to matter tactically and are working out the right number of skills to give the best performance.
What we will also find in Ashes is that skill combos will likely work across classes so will be pretty awesome to work out what class skills work out with others ^^ so not only do you need to pay attention to your own skills - paying attention to others will pay off -^^
Get used to clicking from spell book fam.
I actually do, however, approve of skill bars that make you really think about what you're going to use, when, where, and how. I don't, personally, think it's so great to have every possible spell available to you; some are just trash, and some are (imo) just silly to use as the cost of them outweighs any benefit.
Ssssooooo ... I'll be happy if we have 10 skills, much more, and I'll shrug and keep things minimalistic for myself, as I generally do.
I have to tell you I much preferred ESO because it made you think hard about which skills you wanted to take into battle with you (although I would have welcomed just 1 more normal slot on each and a passive slot)
The one caveat to that would be I would welcome a non-combat bar to have other clickable options readily available like emotes and such.
Basically if we have around 15-20 skills, I'd probably be happy. Enough skills to have a core group that I probably don't change out, but enough leftover slots where I can feel like I can and should adapt to the situation ahead of time.
That's the immersion factor of having a limited action bar.
As for my thoughts, I'd much prefer having limited abilities in a single action bar. Nothing like winning an impossible fight with what you have as opposed to pressing an "oh shit" button/s that's always gonna be there.
1st bar: number keys
2nd bar: alt+#
3rd bar: ctrl+#
Worked really well and you could combo with linked skills by pressing the space bar. Something similar to this along with the option to have multiple bar setups on different pages will give players enough versatility to play however they want.
Say we do have limited abilities. What is fun about a fight that is over before it starts because your opponent has a build that will inherently trump yours simply because you cannot respond to him while you are in combat.
I feel that regardless of number of abilities available - it's not quantity of skills that determines who wins - it's quality and how you play. If another class can trump you it's a class imbalance or because you played non tactically, not because you don't have enough number of skills.
In addition to that - if you mean like a cc break - then it's you as a player to create the build you want via the skill tree (I know we don't have infos yet), secondary archetype and the selected augments you choose and weapon type - which will be suitable for you and will work as you feel best against your opponents (or supporting your party).
If you put the right skills on your bar you'll play better, or even better, play with friends and learn cross class combos that will cover all areas you feel is lacking on your own bar.
I just think that having a limited amount of skills to use makes for more diversity. This means that an individual of the same primary/secondary archetype to someone else could choose to have a different set of skills on their skill-bar, and essentially play differently than the other person. Allowing for every/near every skill to be placed on 4+ bars just seems kinda lazy, but that's just what I think anyway. Besides, it makes the screen look so full...
This isn't exactly something that bothers me too much either way, just thought I'd share my general thoughts about it.
However, it would be nice to have skill-bars separate from "convenience" bars. Like say you have an option to show an extra bar, but only things like potions/scrolls and stuff can be places in those slots.
Wait, maybe I can. Let's all ponder that monolith, WoW, and the incredible number of action bars/buttons allowed in that. Can you honestly tell me, if you played that and played that way, that you didn't have a rotation that included at most 5-6 "must-have" go-to skills which you used most of the time? I did. Everything else was utility. I know, I know, I may be an oddball, but really, if you can't pick a build that functions best for you and build the bars based on that, then what do you have, besides a whole lot of buttons that almost never get used?
a tactical decision. It also helps diversify the battlefield.
so i hope we have 10-12 skills that combo into others, utility bar for food/drink/long duration buffs (stoneskin for example, 60 min buff) things like that and emotes would be on the utility bar, but for real if you can't type /emote i really don't know what to tell ya lol.
One for single and/or group heals. purging & cures to use when the healer of a group
One for heal and dps abilities.
One for Buffs. utilities like gathering, mounts or pets.
I believe only one bar should actually be needed for whatever activity you are doing. Many abilities obtained over time become obsolete or ineffective and get replaces.
On the flip side of this, if you have no room for build diversity, every time a patch hits, there will be people who all of a sudden have a less viable build and can't easily swap, making it harder for them to find groups for content. Say you only play DPS mage, and then a patch hits and mage becomes '4th best' DPS behind Ranger, Fighter and Rogue. You're relatively screwed at that point, since it makes it harder to find groups. This just makes it so people have to invest more resources to make multiple characters instead of investing in one character and changing their build. In the end, it's all the same. There will always, ALWAYS be fotm builds in games such as MMOs with changing game balance. Trying to make a game without fotm builds is literally impossible, or near enough to it that it hasn't been done yet.
The real task for developers is to create several builds per class, and have them all fall within a range of acceptance. (Edit: I mean this as in even if they go the route of having highly specialized builds that aren't easily swapped, any changes they make to builds have to stay within this 'realm of acceptance.' As long as this is maintained, all but the most hardcore players will feel like they have options to choose from, and that's what matters most. Whether or not you are able to easily change your build on the fly is of personal preference, as long as when you lock yourself into or find a build you like that build can stay relatively viable). Not that each class has to be able to do everything, but each class should at least have a few different viable playstyles. Take what Isende said earlier about GW2. Even though the build may not have been considered 'top-tier,' it doesn't mean that it didn't get the job done. As long as each class has a few builds that are viable, then I think that good balance is achieved. Bonus points if your class is balanced enough where you regularly change up weapons and skills based on the encounter to maximize your potential.
Personally I'd love lots of options, because (just imo) actually having the brains to use the right skill at the right time is probably harder than preprepparing a limited rotation that almost any numpty can use without thinking...
And I totally agree, the first thing that I do when going into a new(for me) mmo is to look at a popular build, follow a tried and tested one before I can get my head around it enough to change it about, so yes this also means that if everyone's using the same build then limited skill accessibility hides any deficit of player ability.
I'd rather have a wide range to choose from As In my experience you have to think harder about energy conservation, pre plan, depth of healing that player needs/is going to need compared to their team mate etc etc... if you only have eight to ten options, it can get a bit simple.,
Also, as mentioned, if you're grouping with random, because of all the differences in builds there are going to be, having access to more cab mean you can also adapt to fit in with their personal style /needs
It's YOUR choice to jump on that bandwagon.
Just because some people give in to it and only
play what others say is "Meta" doesn't mean the
system is bad, it means they either lack imagination,
or lack the fortitude to do their own thing.
I am all for any player jumping into the game and be capable of playing at a level on a par with any other player. The players builds may be massively different, but they will remian competitive. The only realy limit to that competitive ability being the players skill deploying the right skills in the right place at the right time.
So...that requires a massive variety of skills to choose from to stop vets getting bored and have something to learn/do. BUT It also means there must be a highly limited skill bar where only X amount of skills can be used at any time as this ensures new players can have the full required array of essential skills almost straight away.
An MMO can never run into the situation where players can not play together from day one. If you stop MMO players journeying together through game design....you failed!
The desire to play together (or not) shoudl always be player choice...not DEV and game mechanic choice.
As for what should be player choice; it still is. If players do not like the direction @GMSteven and company are taking the game, they have the choice of playing other games.
I guess it'd be easiest to say that I hope we're not as locked down and limited as we've been in other games, and I hope that most of our players will play a class for love of the class, not for the numbers. I think that's a thing we've lost, as you pointed out above. If the Mage can't match the Ranger's numbers (even if it's because each player is playing the way they want to play), then I hope the Mage, and the Ranger, will continue playing as they love playing, and the rest of the community/group/etc will respond in kind, finding a use for them rather than saying "L2PNoob."
Additionally, I have to think about the design of the encounters. Yes, the encounter you mention (never did it, left GW2 before it got to be raiding, thankfully!) seems to be quite difficult. But why? Because it is a grind. Because it is something for people to bash their heads against, struggling to achieve for goodies and accolades while waiting for the next patch or content or whatever. And that's the current "tradition" in gaming. "Old school" and prior to that built its teams based on what was at hand, and struggled to achieve things without min-maxing, without "What's the best DPS for blahblahblah?"
I guess I do know how I feel about them, lol! I can see your point, and your point is based on your experience. My experience is a bit different from yours, and so my point of view is also different. And to sum it all up; I'm drawn to Ashes because it feels, to me, as though it's going to be more "Old School" than "current traditional."
Thanks for the discussion!
In PvE and PvP it was a feeling of "ooh, I wonder what sort of Ranger/Necromancer we have here" rather than every character of a certain class combo having all of the skills and generally doing the same thing every time you come across that class.
There will always be optimal builds for certain situations so it can be argued that it means everyone plays very similarly anyway, but having the option of sitting down and working out a new skill build and how you think you want to play it is a really fun aspect, especially in split/cross class games such as this and GW1