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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
What if each Archetype had its own unique U.I. ? In order to express its PlayStyle ?
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What if each Archetype had its own unique U.I. / Combat-Style ?
In order to better-express it's PlayStyle ?
(Title ran out of room ... so the above it the True Question >.<
My first thought would be that ... it might make Production too long. Whereas, it's probably best to stay focused on the Core of the Game first.
( i.e. The Four Pillars )
( wouldn't " this " be polishing ? ... or would it be considered ... " too ambitious " ?.)
In order to better-express it's PlayStyle ?
(Title ran out of room ... so the above it the True Question >.<
My first thought would be that ... it might make Production too long. Whereas, it's probably best to stay focused on the Core of the Game first.
( i.e. The Four Pillars )
( wouldn't " this " be polishing ? ... or would it be considered ... " too ambitious " ?.)
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If it didn't delay the release of the game, then I say "Go for it!" Within the one MMORPG I have stuck with for over a decade now due to the complexity of how one build's their character and the fight mechanics (all the others I have grown bored of fairly quickly for I do not really enjoy a simplistic combat style), I have developed three different layouts of my window screen in my UI. I use one for my healers where spells that do the exact same function are in the exact same spot no matter which of my 7 healer classes I am on. For example, my direct heals are in the exact same hotbar, my cures are in the exact same hotbar, my buffs are in the exact same hotbars, debuffs are in the exact same hotbar, etc. That way, no matter which healer I am playing at the moment, I can easily navigate to the spells I need. It doesn't help me maximize a toon, but it does help me quickly acclimate on the occasional time when I need to bring a non-chain healer for a battle. I have done the same will all of my mages so that I have a general feel for the layout of where everything is located, although they do tend to have more differences between them than my healers do so it can get tricky, but my dispel and roots/snares/slows are always in the same spot on each.
So, yes, I think it would be really cool if each archetype had their own UI specialized for what they do, whether it is for tanks, healers, mages, scouts, etc. But I do agree with Eragale in that I wouldn't want to see it delay the release of the game.
After reading what i typed, what i meant is ...
a Unique Combat-Style, as opposed to U.I.
However, the U.I. do seem to correlate with the U.I.
Sorry >.<
@Eragale,
Hey, no worries at all! /smile
If I had a dollar for every time I posted something that I wanted to change later because I made a typo or was unclear in my words, etc. then I would be rich. It is especially hard on these forums because they don't let you edit once you have posted your comment.
By UI elements do you mean like what FFXIV recently did with each class having their own little UI that keeps track of their resource? If so that'd be interesting but we might end up with plain old health, stamina, and mana.
Well ... each different type of game (whether that console or PC ) have development a " certain camera angle " / POV :
- Such FPS games have 1st-Person ( Halo, Call of Duty, etc .. )
- Games like " Hyrule Warriors " or KingdomHearts with its .. 3rd Person (?)
- Metal Gear Solid has mixtures of the 2 above on certain missions
- etc ...
What if each Archetype were to alternate ?That or ... well it could alternate solely between Missions, as opposed to overall Gameplay
Why make the UI different when one could make the feel of each class fundamentally interesting and fluid in a fun way that adds novelty and depth to lore?
Although I 100% think this approach would make the development team cry trying to deliver so many variations of [The Smoking King's Lucky Dice] - gives Rogues the ability to lay down a smoke cloud in which all damage has a 25% to miss.
" could " say that i technically answered my own question but not necessarily
i love shiny things