Visual feedback on skills/spells.

Houzanzyu - Sanctuary
Houzanzyu - Sanctuary Posts: 2 Arc User
edited January 2010 in Suggestion Box
Skill activation needs visual feedback imo. It'd be nice if, say I activate my skill on a monster and rather than the current "blank" state while the skill is activating before going into "cooldown" mode, a visual feedback is displayed instead. Anything like perhaps a yellow flashing outline around the skill being activated/channeled, or darken the skill icon on your quickbar with a transparent shadow until the cooldown timer starts or the initial spell is cast.

A lot of times I cast a few spells in quick succession and I don't know if they are actually queued as my initial spell is activating or activated. Sometimes because of lag it's really hard to tell whether my spell is going to be cast as soon as my first spell has fired off.

Anyone think this is a good idea?

Sorry I know my English sucks lol, it's not my first language.
Post edited by Houzanzyu - Sanctuary on

Comments

  • Hitumura - Lost City
    Hitumura - Lost City Posts: 53 Arc User
    edited January 2010
    I am not exactly sure what you are asking.

    We already have a cool down animation, it is the gray shading that wears off with a counter clockwise wipe...

    When the spell is cast you see the in game animation.

    I am confused as to the "Blank Status..." please explain.
  • Houzanzyu - Sanctuary
    Houzanzyu - Sanctuary Posts: 2 Arc User
    edited January 2010
    Here's an example situation:

    1. Player uses a skill 'X' with 2 seconds casting time.
    2. Before skill X has completed the 2 seconds of casting time, player queues another skill, skill 'Y'.
    3. During this period, the grey shading you mentioned is applied on skill X as it is being cast.
    4. Meanwhile, player already activated skill Y while skill X is still shaded grey (not finished casting), but skill Y is in a "blank" state where there's no indication of whether player has activated the skill or whether it's already queued and will start casting as soon as skill X is completed.

    What I would love to see is an indication that skill Y is being queued while skill X is casting or in the process of it. Currently, because of the occasional lag, you can't tell whether you have successfully queued them one on top of another as you're spamming attack skills, you see. Many times I have tried to queue them up only to see my toon just standing there getting whacked 'cause whatever skill I used wasn't actually activated.
  • Hitumura - Lost City
    Hitumura - Lost City Posts: 53 Arc User
    edited January 2010
    Ok, now I understand what you mean.

    Good idea, although generally speaking, what you hit is what you get. It generally shoots what yuo want, but it may be different for you.. I don't lag much XD

    This is a good suggestion though. I can't assure that it will happen.. they still have a lot of bugs to fix, but who knows, it may!
  • Aadi - Lost City
    Aadi - Lost City Posts: 4,449 Arc User
    edited January 2010
    I get feedback if I press it while the first skill is channeling. It goes dark until it's cast.
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  • Hitumura - Lost City
    Hitumura - Lost City Posts: 53 Arc User
    edited January 2010
    I get feedback if I press it while the first skill is channeling. It goes dark until it's cast.

    Of course you do b:angry

    I don't b:cry