Suggestions for minor changes to improve playability
Posted: Mon Jan 16, 2012 1:26 am
These are suggestions for minor tweaks to existing features that I feel would greatly enhance the game experience. Feel free to add other suggestions of a similar nature. Here they are:
1) Removed: apparently it worked like this all along, and my game was just somehow magically corrupted. Fixed.
2) More hotkey bars, or some system that could save sets of gear. The current setup is more than enough for all abilities you could want, but often you have characters that want a couple gear-sets (such as a boss set vs clearing random trash, or a set for resists/survivability vs max dmg, etc). The feature that when you click on a hotkey it equips the item is great, and I got spoiled by using that for commonly swapped stuff. But if you have to change a whole bunch of gear (particularly near end-game), there aren't enough bars to put it all on.
Even just 1 more bar would be amazing. Particularly since there are 5 available now, which since it is an odd number means that if you are trying to display all of your hotkeys then it is unavoidably asymetric. One row is either less full, or you have to split up the bars and configure things in a wierd way (i.e., can't have all norm, then all shift, then all ctrl, etc. Also, more hotkeys can just never be a bad thing!
3) Some option to rest until your cooldowns come back, instead of when your resources are full. Resting twice obviously works, but I often wish it worked in reverse order (stop at cooldowns full first, then life). Examples include when you have a char with super low resource or life regen, so that you could use an infusion on cooldown to speed things up game-turn-wise, or you are just waiting on a certain ability to continue such as temporary buffs. Either providing a option to change the rest priority, or just a different hotkey for the other type would be great.
This is minor, but ideally there would also be an option to rest until items regen to full energy. This might be harder to do, but there are many situations where you have to wait till your useables are full, and currently you have to just use some long-cooldown ability/rest/repeat. Perhaps make it a third step, (rest stops at full resouces, cooldowns, then item cooldowns).
EDIT: lukep made the suggestion that resting stopped at whichever came up first (full resources or cooldowns... and in an ideal world item cooldowns too), instead of a set priority. This is a much more elegant solution!
4) Show the cooldown state of npc abilities when you inspect them. Would allow for more intelligent decisions when fighting particularly tough mobs, and would just reduce the feel of randomness. Obviously you could manually keep track of what turn they use it and try to count, but this gets difficult when any speed bonuses are involved...
1) Removed: apparently it worked like this all along, and my game was just somehow magically corrupted. Fixed.
2) More hotkey bars, or some system that could save sets of gear. The current setup is more than enough for all abilities you could want, but often you have characters that want a couple gear-sets (such as a boss set vs clearing random trash, or a set for resists/survivability vs max dmg, etc). The feature that when you click on a hotkey it equips the item is great, and I got spoiled by using that for commonly swapped stuff. But if you have to change a whole bunch of gear (particularly near end-game), there aren't enough bars to put it all on.
Even just 1 more bar would be amazing. Particularly since there are 5 available now, which since it is an odd number means that if you are trying to display all of your hotkeys then it is unavoidably asymetric. One row is either less full, or you have to split up the bars and configure things in a wierd way (i.e., can't have all norm, then all shift, then all ctrl, etc. Also, more hotkeys can just never be a bad thing!
3) Some option to rest until your cooldowns come back, instead of when your resources are full. Resting twice obviously works, but I often wish it worked in reverse order (stop at cooldowns full first, then life). Examples include when you have a char with super low resource or life regen, so that you could use an infusion on cooldown to speed things up game-turn-wise, or you are just waiting on a certain ability to continue such as temporary buffs. Either providing a option to change the rest priority, or just a different hotkey for the other type would be great.
This is minor, but ideally there would also be an option to rest until items regen to full energy. This might be harder to do, but there are many situations where you have to wait till your useables are full, and currently you have to just use some long-cooldown ability/rest/repeat. Perhaps make it a third step, (rest stops at full resouces, cooldowns, then item cooldowns).
EDIT: lukep made the suggestion that resting stopped at whichever came up first (full resources or cooldowns... and in an ideal world item cooldowns too), instead of a set priority. This is a much more elegant solution!
4) Show the cooldown state of npc abilities when you inspect them. Would allow for more intelligent decisions when fighting particularly tough mobs, and would just reduce the feel of randomness. Obviously you could manually keep track of what turn they use it and try to count, but this gets difficult when any speed bonuses are involved...