Before we start on opinions, some facts:-
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It is a well known fact that humans have a short term memory of 7+/- 2. Hence the number of buttons which they can simultaneously keep in mind to take an action would be 5 to 9.(This has been backed by numerous classic experiments in human behavior)
At a time, NW will have 2 at-wills, 3 encounter powers and one shift power. Thus you should be able to keep all the moves in your head while fighting and this makes it more action oriented.
Dailies are separate as you have to fill the the yellow dice and you get notified when to use it. So it does not interfere with your normal hotbar.
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Even after knowing this, would you prefer more powers than you can remember at a given time (like 10-12) or would they be sufficient?
I would like a few more I think. Maybe 12 would be nice - just to keep my mind bewildered and have some variation. This is because this way I would be able to choose 'blocks' of 7+/- 2 for every encounter. This will keep combat varied for my mind.
E.g. if we have powers ABCDEFGHIJKLM on hotbars, I would fight one undead with ABCDE in mind then get bored and fight with DEFGH and so on. Otherwise combat will become a bit boring and repetitive.
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denkasaebaMember, Neverwinter Beta UsersPosts: 0Arc User
edited November 2012
I'd like to have at least 10 powers, not everyone selectable at the same time. I'd also like to have the option to switch powers with little time expense.
Anyway, a 20th level character, in 4e, has 2 (or 3 if it's human or has other options) at wills, 4 encounter powers, 4 dailies and 4 utilities (5, actually, but i'll discount PP utility power). Not counting item powers, i think that 2+4+4+4=14 may be a good number for endgame. Especially since we get "only" 5 classes.
Dilige, et quod vis fac (Love, and do what you will)
St. Augustinus
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited November 2012
I'm fine with what I am seeing. I really am looking forward to not being bombarded with hotbars and googles of useless powers. I like the idea that they want players to think about what powers they want to use and get them "ready." That feels D&D to me more than having every power readily at one's disposal.
I'm fine with what I am seeing. I really am looking forward to not being bombarded with hotbars and googles of useless powers. I like the idea that they want players to think about what powers they want to use and get them "ready." That feels D&D to me more than having every power readily at one's disposal.
I second that sentiment. I am looking forward to a minimalist hotbar experience. I can't wait to try it out, at the very least!
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited November 2012
I'd like to see a few more personally. I don't want 3 pages of 20 options but the ability to have two selected abilities for each slot they currently give us would be nice.
Also, while you are accurate about humans having short term memory this is only in the short term. Anything which is done with any repitition or translated into a long term technique results in far better results. Example.
While the claim the average person can only remember 5-9 things in the short term is accurate this subject can be exploited by putting a long term memory within a short term memory. For example I could memorize that Elmer Fudd is equivalent to the number 724, Don Knots is 406 and George Washington is 001. Therefore I can remember 724406001 by simply remembering Elmer Fudd, Don Knots and George Washington.
The mind is a horrible thing to waste. Like any computer there are exploits and loopholes. Learn them and exploit them if you can
Without having played the game it is hard for me to really say for sure. My gut tells me, I'd love to have more, but maybe it is not necessary. I'm a variety kind of guy so I imagine that I'll want at least a few more options (lets say 12-15 powers at any given time), but who knows.
I feel the the number of skills is a bit low imo. Gameplay is critical to the success of an MMO. With only two at-wills and only 3 encounter skills I find that extremely limiting and fear it will soon be a "YAWN" kind of effect in combat after a bit of time. People like options in combat and that will not be NW strong point if there is an extremely limited amount of skills. Since we are severely limited to options already as we don't have many of the other mechanics of the combat in tabletop like knock backs for instance, there needs to be a makeup for that. No healing surges, no knock backs, likely skills being inconsequential in combat, limiting to what we can do in combat vs the table top... there needs to be something to make combat make up for those deficiencies.
While it's impossible to judge the combat until we have tried it but limited combat is one of my major concerns for the game and that it could turn out to be a simplistic combat to the point of mind-numbing.
I'm a buff for computer games, which means that i maybe play too much ... but it also means that i am able to use a much more complicated hotbar setup than say, a toddler. I absolutely need lots of abilities to choose from at any given time. Lets say 100 ? remember that in previous mmos, we were able to quickslot items as well, adventuring abilities, and the various control spells and countermeasures that the different classes each use as specialities. If you would like top compare with Diablo 3, or other newer games, that use simplified hotbars, in this game i use my programmable keyboard to automatically click all the buttons (1-6) repeatedly while i hold down a macro button. It reduces the action to just 1 key, the macro key. Thats simplicity for you. Diablo 3 is a game where you simply fire your damage cocktail and dodge around the dangerous effects by moving around a little bit.
Back-in-the day, in EQ I always felt I did not have enough "buttons to push", and we had what then something like 6 spell slots and little else and there were even less options for melee classes. On the opposite end of the spectrum, currently in EQ2 I have three full hotbars of buttons for my ranger and I am sure not everything is even on those. I cannot even remember what half the icons there are. ;-)
I think I would be happiest with anything that falls between the two ;-) Knowing though that we are likely to start off with even less in this game does not actually bother me. I am willing to wait to play it to see how it goes.
i personally can go either way on this. i enjoy the simplicity of Star Trek Online with 6-7 abilities (i really on ever use like 4 though), but i also enjoy my bars in SWTOR and WOW with my various options based on the encounter. though, if my combat has to boil down to set rotations (which i've never been good at because they're boring), i'd rather it be a 3 button combination as opposed to 7 or more.
There are many hampsters in the sea. I just hope they can swim.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited November 2012
Remembering the toolbar mess that became DDO, I'd request no more than 3 toolbars please. Thanks.
ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited November 2012
Honestly, more buttons to click on does not equal more options to overcome your encounters. I'd appreciate not having half my screen taken up by a cluttered UI/hot button mess.
I like having random buttons to click on and a variety of abilities... as long as they can keep it from taking 13 hotbars.
I can comfortably toggle 13 hotbars, but I'd really rather not. Four should be more than enough. One bar should handle almost all if not all the abilities I use regularly (of course with the option to change them out and around at various places).
I'd rather play a game that affords me customization in other areas than clutter my screen with clunky interface.
I think the single hotbar should be enough, at most a double hotbar would be fine. If this is anything like STO, I will likely swap out my skills (BO skills in the case of STO) depending on what I plan to be up against, I don't mind to have to use those kind of pre-planning tactics as long as I can swap out of combat in an encounter if I planned incorrectly.
[SIGPIC][/SIGPIC]
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited November 2012
But those (what am I saying, with Foundry make it WE) Authors can be tricky and you might not know what you're up against until it ambushes you! Like when you go and inspect that thing on the ground...oops, no more
I am more than okay with what they are offering; a HAMSTER ton of powers and bars so everyone can ignore most of them and use the same cookie cutter rotation isn't the way to go, I want combat to be visceral and with my hands on time I can say that Cryptic captures it beautifully, I feel like I have been in a fight, I have to pay attention and best of all I don't have to check out some lameazz website to tell me what the rotation dujour for this patch is.
I am more than okay with what they are offering; a HAMSTER ton of powers and bars so everyone can ignore most of them and use the same cookie cutter rotation isn't the way to go, I want combat to be visceral and with my hands on time I can say that Cryptic captures it beautifully, I feel like I have been in a fight, I have to pay attention and best of all I don't have to check out some lameazz website to tell me what the rotation dujour for this patch is.
While a slightly separate discussion, I think part of this comes from the "builds" approach they are taking. Rather than making classes flexible the builds allow them to focus classes, so every power a class gets is meaningful and potentially tactical. Now I want more builds mind you, but I think the fact that powers don't lose meaning is in part because each class build is a "role".
Remembering the toolbar mess that became DDO, I'd request no more than 3 toolbars please. Thanks.
Well DDO's toolbars was by far mostly gear inventory and clickies unless your a caster. All my non-caster toon's abilities wouldn't even fill up one toolbar.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Well DDO's toolbars was by far mostly gear inventory and clickies unless your a caster. All my non-caster toon's abilities wouldn't even fill up one toolbar.
I was a multi-class mainly caster. I did play other classes but seemed to have no less than 8 bars after the gear anyway.
While a slightly separate discussion, I think part of this comes from the "builds" approach they are taking. Rather than making classes flexible the builds allow them to focus classes, so every power a class gets is meaningful and potentially tactical. Now I want more builds mind you, but I think the fact that powers don't lose meaning is in part because each class build is a "role".
Maybe this game is going to be a lot more different from NWN than i thought ... customization used to mean builds, not just appearance. I liked the generic way of NWN, and i did spend most of my time designing and testing my own builds/setups. This included appearance and stuff, also hotbars. But ok lets see what we get, i am getting impatient 7p
Maybe this game is going to be a lot more different from NWN than i thought ... customization used to mean builds, not just appearance. I liked the generic way of NWN, and i did spend most of my time designing and testing my own builds/setups. This included appearance and stuff, also hotbars. But ok lets see what we get, i am getting impatient 7p
We've known from a long time that this wasn't going to be a new Neverwinter Nights game. While I like the pnp D&D feel of being able to do nearly anything I want with my character class of NWN games. I can appreciate what I believe it is that Cryptic is doing with Neverwinter and it actually fits the 4e rules pretty well as 4e seems to be a little tighter on making classes fit into a role. This approach may not be everyone's cup of tea, but if they offer enough variety in classes there should be plenty of room to grow.
The previous game of which I played, I had 6 hotbars of 12 or 14 slots. Every slot was in use and about 80% of them were different skills. It took 4 years worth of playing to get it to the point where I was no longer searching for a specific skill. It will be nice to see something more minimalized.
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popsook69Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited November 2012
Keep the de-cluttered skill bar so visually it doesn't clog the screen but have an option for skill set swap, kind of like (for example) how Torchlight 2 you can flip flop between weapons with the push of a button, why not have that same option with skill set instead of weapon. That way for one encounter you can use one set of skills but if the need arises you can swap to another skill set which helps you deal with a completely different encounter.
That would give you some flexibility while keeping the skills hotbar lean and clean.
swtor has action bars that can be swapped but it is too slow. they also have optional side bars that accomodate travel skills, usables etc. i am talking hardcore action gaming here and i think it gets hard to switch sets of actions in the middle of a sequence. you lose your twitch.
if this is 4e, then i cant wait for dnd++ hoping that the whole system is generic enough to be adapted later on. we saw quite a bit of change in CO while i played there and i am positive Cryppy arent going to shy away from major changes, once the new edition of dnd comes out.
i think we will see a resussitation of some 3.5 techniques, a broader ability tree and better multiclassing. and a review of the cd/resource HAMSTER.
[SIGPIC][/SIGPIC]
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popsook69Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
swtor has action bars that can be swapped but it is too slow. they also have optional side bars that accomodate travel skills, usables etc. i am talking hardcore action gaming here and i think it gets hard to switch sets of actions in the middle of a sequence. you lose your twitch.
.....
It's definitely not perfect but it is a balance between the camp of people who want less and those who want more hotbar slots. The responsiveness can always be tweaked with coding. One thing I will say as far as my opinion over twitch game play. Although this is meant to be an action take and the game plays almost like a third person shooter I really hope it doesn't turn into a run and gun third person shooter otherwise I'm going to be disappointed. I don't want the gameplay to be twitchy where I need to go train my fast twitch muscle fibres just to play this game. It just wouldn't feel right. There has to be an element of strategy in the combat also for my enjoyment. Quick pace combat is fine but twitchy combat with constant rapid button presses ... I hope not.
completely my opinion as well. tell you what: i will go and play CO again, just to see how twitchy it really is. has to be better than guildwars/diablo option. later
[SIGPIC][/SIGPIC]
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
completely my opinion as well. tell you what: i will go and play CO again, just to see how twitchy it really is. has to be better than guildwars/diablo option. later
I personally prefer a smaller toolkit, where each ability I choose to use has more meaning for my desired role or intent, rather than having over 20 abilities to key-bind. Guild Wars 2 did a pretty good job with their hotbar, but my favorite system so far has been The Secret World. I can adapt to either system, but I do prefer having a more focused action bar.
I really do not want more than 2 sets of hot bars, you can reduce the need for hot bars slots by making some skills like pick pocket, pick lock, sense trap, disarm trap, sense hidden etc just part of the game so that is you have that skill you can just click on object/thing and that skill works, where if you don't then it wont.
So only skills that you would want to time properly (dps etc) should be hot bar stuff.
[SIGPIC][/SIGPIC] I am not evil, I am just cursed.
Comments
E.g. if we have powers ABCDEFGHIJKLM on hotbars, I would fight one undead with ABCDE in mind then get bored and fight with DEFGH and so on. Otherwise combat will become a bit boring and repetitive.
Anyway, a 20th level character, in 4e, has 2 (or 3 if it's human or has other options) at wills, 4 encounter powers, 4 dailies and 4 utilities (5, actually, but i'll discount PP utility power). Not counting item powers, i think that 2+4+4+4=14 may be a good number for endgame. Especially since we get "only" 5 classes.
St. Augustinus
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I second that sentiment. I am looking forward to a minimalist hotbar experience. I can't wait to try it out, at the very least!
Also, while you are accurate about humans having short term memory this is only in the short term. Anything which is done with any repitition or translated into a long term technique results in far better results. Example.
While the claim the average person can only remember 5-9 things in the short term is accurate this subject can be exploited by putting a long term memory within a short term memory. For example I could memorize that Elmer Fudd is equivalent to the number 724, Don Knots is 406 and George Washington is 001. Therefore I can remember 724406001 by simply remembering Elmer Fudd, Don Knots and George Washington.
The mind is a horrible thing to waste. Like any computer there are exploits and loopholes. Learn them and exploit them if you can
While it's impossible to judge the combat until we have tried it but limited combat is one of my major concerns for the game and that it could turn out to be a simplistic combat to the point of mind-numbing.
I think I would be happiest with anything that falls between the two ;-) Knowing though that we are likely to start off with even less in this game does not actually bother me. I am willing to wait to play it to see how it goes.
But with some tricks (pattern based) we can easily remember many more.
I'd love to see at least one optional auxiliary bar of up to 10 items.
I like having random buttons to click on and a variety of abilities... as long as they can keep it from taking 13 hotbars.
I can comfortably toggle 13 hotbars, but I'd really rather not. Four should be more than enough. One bar should handle almost all if not all the abilities I use regularly (of course with the option to change them out and around at various places).
I'd rather play a game that affords me customization in other areas than clutter my screen with clunky interface.
While a slightly separate discussion, I think part of this comes from the "builds" approach they are taking. Rather than making classes flexible the builds allow them to focus classes, so every power a class gets is meaningful and potentially tactical. Now I want more builds mind you, but I think the fact that powers don't lose meaning is in part because each class build is a "role".
Well DDO's toolbars was by far mostly gear inventory and clickies unless your a caster. All my non-caster toon's abilities wouldn't even fill up one toolbar.
I was a multi-class mainly caster. I did play other classes but seemed to have no less than 8 bars after the gear anyway.
Maybe this game is going to be a lot more different from NWN than i thought ... customization used to mean builds, not just appearance. I liked the generic way of NWN, and i did spend most of my time designing and testing my own builds/setups. This included appearance and stuff, also hotbars. But ok lets see what we get, i am getting impatient 7p
We've known from a long time that this wasn't going to be a new Neverwinter Nights game. While I like the pnp D&D feel of being able to do nearly anything I want with my character class of NWN games. I can appreciate what I believe it is that Cryptic is doing with Neverwinter and it actually fits the 4e rules pretty well as 4e seems to be a little tighter on making classes fit into a role. This approach may not be everyone's cup of tea, but if they offer enough variety in classes there should be plenty of room to grow.
That would give you some flexibility while keeping the skills hotbar lean and clean.
if this is 4e, then i cant wait for dnd++ hoping that the whole system is generic enough to be adapted later on. we saw quite a bit of change in CO while i played there and i am positive Cryppy arent going to shy away from major changes, once the new edition of dnd comes out.
i think we will see a resussitation of some 3.5 techniques, a broader ability tree and better multiclassing. and a review of the cd/resource HAMSTER.
It's definitely not perfect but it is a balance between the camp of people who want less and those who want more hotbar slots. The responsiveness can always be tweaked with coding. One thing I will say as far as my opinion over twitch game play. Although this is meant to be an action take and the game plays almost like a third person shooter I really hope it doesn't turn into a run and gun third person shooter otherwise I'm going to be disappointed. I don't want the gameplay to be twitchy where I need to go train my fast twitch muscle fibres just to play this game. It just wouldn't feel right. There has to be an element of strategy in the combat also for my enjoyment. Quick pace combat is fine but twitchy combat with constant rapid button presses ... I hope not.
Curious which you think is more twitchy, GW or D?
So only skills that you would want to time properly (dps etc) should be hot bar stuff.