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.
I don't want to see a gazillion action buttons and toolbars
ArchivedUser
Guest
SWtOR has way too many toolbars. So did some other MMORPGS I played in the past.*
IMO 16 keys should cover you in combat.
This means you can map your entire combat repertoire to your numpad, which is awesome.
Out of combat includes passive powerups, travel abilities, crafting etc that you use before and after fights but not during. That number should be around 12 (F1 to F12).
I doubt my wish will be granted, but please PLEASE at least limit the number of skill (potions, etc) activations to AT MOST 3 toolbars x 12 = 36 buttons maximum.
That leaves us with F1 to F12, and Shift and CTRL.
[Even then, 24 should be more than adequate for combat activations only.]
Honestly I don't see how any game can achieve good gameplay that requires more than that, but several games have done it. And it's not like 36 activations is even "streamlined"...it's still a lot.
* I think a lot of the newish games (MMO or otherwise) that don't have a lot of toolbars simply want to support gamepads and/or console players, it wasn't a gameplay decision, per se.
IMO 16 keys should cover you in combat.
This means you can map your entire combat repertoire to your numpad, which is awesome.
Out of combat includes passive powerups, travel abilities, crafting etc that you use before and after fights but not during. That number should be around 12 (F1 to F12).
I doubt my wish will be granted, but please PLEASE at least limit the number of skill (potions, etc) activations to AT MOST 3 toolbars x 12 = 36 buttons maximum.
That leaves us with F1 to F12, and Shift and CTRL.
[Even then, 24 should be more than adequate for combat activations only.]
Honestly I don't see how any game can achieve good gameplay that requires more than that, but several games have done it. And it's not like 36 activations is even "streamlined"...it's still a lot.
* I think a lot of the newish games (MMO or otherwise) that don't have a lot of toolbars simply want to support gamepads and/or console players, it wasn't a gameplay decision, per se.
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The PAX build had 8 spells. So I would guess once the game releases its around the same amount in your action bar!
We will certainly have more than 8 active skills at release, but only 8 of them will fit on your skillbar.
Personally, I only use up to 4-6 skills, reaching to the 8, 9 and 0 skills in the heat of combat is a nightmare.
We might also get secondary skillbars for F1 - F12 or to set our keys manually.
I have everything bound to mouse, and everything is reachable to me without ever lifting my hands.
Besides classic 3 mouse buttons, I have 4 extra buttons on left side of mouse, 1 extra button on right top side of mouse and 2 buttons just below mouse wheel. That's 10 usable (and well placed) mouse buttons.
So:
- 10 mouse buttons
- CTRL + 10 mouse buttons
- SHIFT + 10 mouse buttons
- CTRL + SHIFT + 10 mouse buttons
...gives me 40 available "clicks" while just holding my left hand on movement and CTRL / SHIFT, and right hand on mouse.
Once you get used to this, you never look back to keyboard.
In total thats up to 19 keyboard and 6 extra mousebuttons +25&shift +25&ctrl -> 75 easy to reach buttons..
Never played a game that required me to bind all of them at the same time however
So no need for shift&ctrl or alt combinations (usualy theres no need for ctrl aswell).
I dont need to move any finger more than 2cm (~2cm - left index finger; less than 1cm - all others) with these buttons so noone could tell me i need to do intense finger acrobatics that any other person without disabilities couldn't learn within 3 minutes.
So imo flames about too many skills because it would be too difficult to reach buttons are just ridiculous.
ah yes, having a good mouse with keys helpsloads. i did not include my mouse. everyones is dif. and the general pop doesnt have a fancy one.
( via Fire, Water, Wind, Earth, Dark and Light Spells )
The way I see it .... I imagine the Abilities like Pokemon + Final Fantasy ( not the MMO ... The FF Genre as a whole )
Why limit your rotations/options to just 1 ? That'll get stale ... Fast
Rotations should not be based on your Skill Tree. Rather, the freedom of knowing you can assemble your own Rotations base on the Abilities that you learned.
Im hoping that a lot of abilities can be found ... Including other ways.
Because honestly I wouldn't want my abilities coming from just one NPC the same NPC. And not wanting for Stagnant NPCs either
In Short, what I'm trying to say is that ... Don't limit what this MMO can become by comparing it with the trash that's currently in the market. The Devs are asking the Community our opinions about every aspect of this MMO BEFORE Pre-Alpha, Alpha and Beta. If you want this MMO to be better & different, then you got to think outside-the-box ... Otherwise it's going to be another Clone
I see way to many people who click to play and can't get familiar with keyboard layout or re-binding keys away from 1-10. This might be a limitation of knowledge of the options by the user, but every time I start a new game I bind keys I'm used to using in other games to match so I don't have to re-learn keys all the time.
So, if you plan ahead well enough, you can walk in with exactly what you expect to need. Not to mention, I'm getting older... trying to play keyboard ninja with 40 available keys to cycle through just isn't as easy as it used to be.
For me I think the ideal would be 2 hot bars of 12 slots. The top one is for your combat skills and combat skills can only go on the top bar so you have to choose which abilities you want to equip. If you have 12 slots then I think 20 or so total combat abilities would be about right. The bottom one is for ease of life type of skills (potions, food, mount summoning, fluff spells, etc.). This is just my ideal. Yours will differ and I'm sure it probably does.
If you limit the amount of active skills. I fear there's going to be a lot of class homogenisation. So again, the more skills the better.
Also, buffs are considered active skills, if you have to cast them. That could already take up 2~3 active skills, again, not skills you'll have to bind persay.
Portal spells would be another (I know there won't be portals in this game, just an example)
Bottom line, there are plenty of skills you won't have to keybind, and clicking on them will be just fine.
So again, I -do- want a gazillion skills/spells