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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Simple Macros

In EQ we had macros that you could take a skill/spell and combine it with a chat function like
/cast "Mez"
/group "%t is being mezed"
%t with add the name of the mob you just mezed.
Or
/cast "Res"
/group %t is being resed, this will take 18 seconds to complete, hold on
It would make the macro cast the spell and communicate what was happening with one button press. For me as a Bard, when I am using the Mana saga I would like to let people know I have used it and any damage they do will rep them allot of mana regen. Right now their is no way to do that but type it out every time. Food for though. What do you think?
/cast "Mez"
/group "%t is being mezed"
%t with add the name of the mob you just mezed.
Or
/cast "Res"
/group %t is being resed, this will take 18 seconds to complete, hold on
It would make the macro cast the spell and communicate what was happening with one button press. For me as a Bard, when I am using the Mana saga I would like to let people know I have used it and any damage they do will rep them allot of mana regen. Right now their is no way to do that but type it out every time. Food for though. What do you think?
1
Comments
It lends to RP factors as well tbh. I always loved the silly pull macros that the monks would come up with.
I'm really hoping they add the EQ style "macros" being able to put a mark on a mob when I taunt it would be pretty great, assisting a tank if I'm dpsing or other dps etc. This is the 2nd most important thing I want to see added eventually. #1 is an option to lock the mouse to the window, my gameplay is crippled by having multiple monitors so I have to play with z mode enabled.
I don't know why more MMOs didn't add this. Wow had a good system for that as well.
Maybe I am not familiar with the game/use case of this, but it sounds like a shitty workaround for a game design issue. Why should you have to type out anything that the other players SHOULD see animation wise or sound effect wise? This is a new game in development, if there are bad designs or issues you need to really think hard on what needs to be fixed and what are the available options to fix it.
ESO had addons where people could make their own UI elements or chat popups. Inevitably it just became a way for the devs to avoid making common sense QoL changes or designs since the players would code and pick up the slack. EVERY addon that exists in eso is to make up for a lacking core function or bad QoL design that wasn't fixed by the devs.
Just for a simple example lets say there is a stun that people cant see the telegraph. Well maybe the generic dps skills or spam skills have too overdone animations and clutter the screen. Instead of making a chat bubble workaround, the core game design should be addressed such that the stun has a crazy easy to see animation and the spammable skills can't clutter combat.
I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
AOC Fighter Main
I am not sure what your use case is or what game you are coming from, but this sounds like a shitty workaround for a core issue with the game. If the buff/skill you are using is so influential or important it should have an animation and sound effect to reflect it.
ESO for example had an addon system where players could code their own UI elements. Inevitably this turned into ways to cheat, but for the most part it was a cop out for the devs to release terrible designs. 99% of addons were solely used to fix QoL issues.
This is a new game with a lot of talent behind it. If there is a bad design call it out and find the root cause instead of a 5min fix. Imagine a company designing a car that has a chance of tipping over, as the consumer should they fix the core design to stop it from flipping or just bolt on training wheels?
I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
AOC Fighter Main
Maybe your playing a different Ashes of Creation then I am. The partical effects in this game when teamed looks like a close up of the 4th of July. Who can read a tell? Also skills keep changing. My new Bard Saga Mana sword was not in the game two weeks ago. Communication or lack thereof and more than more teams that I've been in and I can count, has failed because people don't understand how each class works or what's going on. There is no way a simple macro that lets you add one chat command while you're pressing a skill a single skill can be used to game the system.
I think you partly just agreed or reinforced my point. Animations are too overdone and prevent players from understanding combat. This should be fixed before any other work arounds are implemented.
Unless people enjoy playing in a soup of animations?
I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
AOC Fighter Main
The problem with what you are saying is - the more people that are present, the harder it is to see anything in regards to telegraphed abilities and such. When you consider how many more abilities a player in Ashes will have over a player in ESO, this just compounds it. Then you add in how many abilities will exist in each game, and the notion of knowing what each abilities telegraph looks like in itself starts to come under question
If you have a raid of 40 players going up against another raid of 40 players, you are already out of luck in terms of seeing telegraphed abilities.
Then there is the notion that this isn't in itself a fix to the situation - it absolutely is. Telegraphs and animations work in some situations, but not all. If developers give players the tools, players can then sort out a solution that works for their individual situation. This is far better than developers implementing one method that works for some people and claiming that is the solution.
Give players tools to create solutions, rather than trying to give solutions.
What I mainly urge is the slippery slope of leaving everything up the the community or certain communities to have an improved game. When the game itself could be designed differently.
I should really compare the apm of ashes vs eso. I am fairly certain they will be close because the combat plays very similarly (eso can cast a skill every 0.7s). It is my main draw to play ashes at least. Early on ESO used to have design counters for large 100v100 scenarios. Buff skills, self heals, really any inconsequential ability had a very toned down or transparent animation. Where an ultimate ability or CC ability would have a much more prominent solid animation. The eye candy animations on everything is great for questing solo, but it turns into a thick animation soup real quick that will clog the performance drain hole.
I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
AOC Fighter Main
No I didnt and yes even if they fix this. Any tool that helps teams communicate would be a good thing.
That is a slippery slope. Game developers improving their game in a way thats impactful for the player. Wait, where is this a bad thing lol
Sure sounds like you are reinforcing my point of combat becoming an animation soup and making it hard to see telegraphs.
I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
AOC Fighter Main
That's just because you are only going skin deep. I could stack many other reasons it should be in the game. But keep looking for the shallow reasons it should not be. Your not helping the game.
I mean feel free to list them, I am just responding to the original concept and reasoning. "combat is unclear, we need this feature" why not just make combat more clear before it is solidified? Oh our prototype car is tipping over, lets release it to the public and give them brackets they can use to make their own training wheels.
I can see the reasoning for chat macros for communication as not everyone wants to use voice chat, but you can already do that with mouse/keyboard software. Really no need to make a half baked version of what already exists. I guess how would this supposed system differ, how would it not reinvent the wheel?
I'm for skill based fluid combat, mechanic counterplay, and player+build individuality.
Theorycrafter, Engineer, Car+Engine Designer/tuner. Learning UE5
AOC Fighter Main