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I'm having a hard time finding out where the devs said this, do you have some kind of post or something on hand I can read? I'm genuinely interested.
Google Fu is coming up short for me this morning.
I'm having a hard time finding out where the devs said this, do you have some kind of post or something on hand I can read? I'm genuinely interested.
I edited my post last page with link and comment by butlerI'm having a hard time finding out where the devs said this, do you have some kind of post or something on hand I can read? I'm genuinely interested.
Thanks bud, appreciate the link.I edited my post last page with link and comment by butler
That's a pretty silly argument isn't it? It's just spec swapping or anything like that. I thought ESO's class system was excellent and it allowed you to pre-make your skill lineup. I really love that idea. Ability bloat is bad. Limited action sets like GW2 is on the other end of the spectrum. I like the deck building aspect of this type of system. GW1 from what I remember was awesome in this respect too. If wildstar wasn't a shit game, it would of been interesting too. They had the bones for it, but not the design.This isn't a black and white 8 skills vs 100 skills conversation.
Stopping gameplay means any action required by the player to stop and "Fight the UI" in order to obtain a goal in the game. Whether it's inventory bullshit or spellbook and spec swapping. And yes.. Spec swapping is a bandaid fix to WoW's ability organization and limitation via specs and talents.
Imagine, in the worst cases, Skyrim the MMO where you'd have to stop and equip a spell on each hand every time you wanted to do something. Now imagine having to do that in a non pausable world.
Essentially this is what EQN will be with it's horizontal progression. You pick a couple action skills and then have to "Stop and Swap" various skills off your bar in order to better accomplish a goal.
No thanks. I'll take ability bloat over stop and swap any day.
*Edit - There's no hope for EQN being PC user friendly with an unrestricted hotbar either because it's being designed for console game pads.
A lot of my opinion on the subject was invalidated with the link to butler talking about template loadouts. Albeit from a post dating back to 2013.That's a pretty silly argument isn't it? It's just spec swapping or anything like that. I thought ESO's class system was excellent and it allowed you to pre-make your skill lineup. I really love that idea. Ability bloat is bad. Limited action sets like GW2 is on the other end of the spectrum. I like the deck building aspect of this type of system. GW1 from what I remember was awesome in this respect too. If wildstar wasn't a shit game, it would of been interesting too. They had the bones for it, but not the design.
True. I don't honestly expect anyone in this studio to actually make a working fun game. Then again, maybe a change in management will do wonders. I won't hold my breath.A lot of my opinion on the subject was invalidated with the link to butler talking about template loadouts. Albeit from a post dating back to 2013.
Let's just hope daybreak stays the course on non restrictive templating.
In regards to your ESO comparison they didn't restrict the action bar to very specific skill types (as far as slots on the bar are concerned). Aside from maybe ultimates.
Edit: My primary concern now is based on pidgeon holing people into "BiS" abilities for the particular slot in mind. I absolutely don't like arbitrary skill slot restrictions in any game.
lol. I can't decide what game is going to be worse, this or pantheon.StoryBricks confirmed out. Going in house AI.