Hey Everyone, Just a thread to gather some quick feedback as we're looking at adding in possibly Paperdoll Weapon Slots this patch or next. This has been a plan for a while but due to the way loot rules are changing in the lawful and new protected humanlands zone we're looking to add it in this patch if we can sneak it in. Basically we will be adding a number of weapon slots on the paperdoll so players can load up to 5 weapons(Still deciding final number but this is what we're looking at now before playtesting) onto their paperdoll. This will allow players to bind skills and spells directly to these weapon slots resulting in a single press to switch weapons and use the skill. As we look at adding this we're doing a review of the way hotbars, multi-slotting, macro system, etc all work and improvements/changes we can make as we add in these new weapon slots. The question we'd like answered is to name your top 3 things that you would like to see changed, added or removed related to hotbars, binds and the macro system? This could be new ways to bind abilities, bugs/quirks that you want fixed, revamped parts of the system, etc. Please rate them according to priority 1) 2) 3) Bring on the feedback! This system was implemented during our alpha and we're looking to improve it and likely rebuild the behind the scenes mechanics to address several issues we've seen crop up. Thanks in advance, try to stick to JUST your top 3 so the thread doesn't derail, thanks! -Andrew
1. Sword and shield slot improved. Pick any shield and allow me to use it (or make it like other weapons where i can queue them). everytime I change bag i need to rebind the shield to the slot. 2. Queue actions as long as the key is mainted pressed. Example: I am casting a spell and try to parry before the animation its over, my parry doesn't go out. If i could keep the parry button pressed while the spell animation is castings and parry as soon as it is over, it would reduce the gap between low/high ping players. Plus, some people still use AHK for this. 3. Being able to assign type of weapons to a slot and then a sort method. Right now i need to bind/queue every single type of weapon, it would be easier to assign slots like this: Type: GreatSwords, GreatClubs. Rank by: Damage Order: Desc.
1) make so you can move your fricking char while in inv mode or whatever, no other game does it, its stupid and a huge turn off / always has been. 2) look at popular games and copy their intuitive starter binds, like lets says that hi-rez game called paladins for example. you log in , your moves are on Q E F R left and right mouse. and that game is a clone of overwatch yea? so just copy overwatch while your at it, or atleast check it out and get inspired or something. And yes I know the abilitys in that game are very limited per character compaired to Darkfall, so its easy to map out 6 abilites .but IMO darkfall has been and will always be an unfinished pile of garbage. if finished/polish like a normal mmorpg then it would be possible to "specialize" a darkfall character down to a favored style and skill rotation. but I know that will never ever happen... cuz tards? 3) bugs and quirks? yes remove them all, wtf
This is necessary for a few reasons but we could make it that certain keys will quickly switch back. Right now we have a new function that while looking at a tombstone you can hit use again to quickly get out of it. This works great in games that have only a handful of skills and/or abilities for each class/role. Rise of Agon has hundreds of potential skills and abilities to bind and use so this kind of simplified approach isn't likely a feasible option. Specialisation options for players to focus on only a few simplified skills are a consideration in the future definitely. The depth of play with a large variety of skills making unique combinations is key to the enjoyment of the game for many though. To be clear, combat changes isn't something that will be a focus immediately as content and smoother gameplay is our current focus. We have a lot of new systems and content to put in first. Is there anything specific you've encountered currently that didn't work as expected or is inconsistent?
1) how would you make that work? No other game has all the mechanics DF has and its silly to say no other game does it so change it. Darkfall's UI/game mode isn't bad design. 2) The starter binds for this game have already been redone and aren't terrible compared to any other MMO on the market. Now a more standard action bar that is easier to navigate and set binds for would be nice. 3) ??????????? Yeah I'm pretty sure they know fixing bugs is good.
1- single click and release loads perfered staff, casts transfer & auto swaps back to previous held item, all in one click of the mouse.* * the whole transfer system, weapon juggling is one of the biggest hurdles for new players. Only "skill" involved in this process should be when to use it, not how smoothly you do it. At the minimum I would like to see transfers use this idea but would really prefer it available to any action. 2. To echo Dazz above, a single queue action and cancel system. 3. Sound associated to drawing weapons and staffs along with faster movements when your weapons/staffs are sheathed vs a drawn weapon.
1 starter shield and allow me to use shield without sword. 2 show potion cooldown in hot bar 3 releasing bow on casting holding leftclick before it's full to hold your shots. same with disablingshot.
1) Make the spellbook list what you have your spells bound to, and allow users to change the bind directly from the spellbook. 2) Sword and shield default as right click and auto parry. Also automatically equip best shield/1h available. 3) Better tutorial.
add primary and secondary spells for staff....for example left mouse fire ball ....right mouse rays..... be able to relate a staff on the spell ( hotbar ) whit the option fo a secondary spell for the right mouse ....
Potion cooldown indicator (hotbar, debuff timer, whatever) The latest hotbar updates (nice work btw!) made it so skills you can't currently use are darkened out (ie spells while having a weapon out or weapon skills while having a staff out). Please make this optional. Fix bind indicator in hotbars (doesn't display the right keys at all, may have to do with using old binding files?
1) sword/shield ---when the player press one time the sword/shield key parry it's active untill you press another key ......secondary "skill" parry of/on whit the right mouse ( by default ) 2) staff/spell ( in the same slot ) ---secondary spells rays ( by default ) 3) 2h weapon --- secondary skills windwirld right mouse ( by default )
I really like number 2. I mentioned something like this in an other thread. Should work with bows too: i would love to pick a bow and have disabling_shot ready instead of pressing the same key twice to reach disablings_shot. --- Post updated --- Wow, that's well thought-out. Would love to see that.
All the weapons slots on paperdoll need a secondary skill /spells ( right mouse ) and make possible put one skills/spells on the weapon....please make self buff passive skills...this 2 changes can help alot new players for me....
I only have 1 thing Id like to see change. AHK being banned. I understand why some use it. But if no one had access to it then its a non issue. The gap between new and veteran players is ridiculous, and throwing in AHK against a casual PC gamer is absurd.
Need to fix rays and parry fucking up first. Being able to tie a ray to pull out a staff and shoot automatically would be really helpful for new players. But I am all for banning AHK and I use it!
I get you, but that's why it should be banned now. I don't use AHK and i can easily notice these fuck-ups. I can blame them for losing, they don't have to...