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This game badly needs mods and macros.


Zombull's Avatar


Zombull
01.20.2012 , 05:12 PM | #671
Quote: Originally Posted by DaxRendar View Post
^^This^^

Blizzard went down a certain path and are now forced to live with it.

It's gotten so bad they are considering completely removing Threat as a mechanic from the game because with Meters it's completely uninteresting.

It's a far more fun and interactive experience if Tanks can lose Threat because they aren't sure where they are at, but they then have the tools to get it back. It's also more fun if DPS/Heals can pull Threat but have the tools to drop threat and/or survive, and also when Combat hasn't been tuned to a level where any non-Tank is one-shot by a Boss.

Omen/DBM/Recount led to some horribly boring "rinse and repeat" gameplay in WoW, not the opposite. Tanks never lose Threat. DPS have to amuse themselves by competing with each other because the fights become so routine. People don't have to pay attention because an Addon tells them what to do and when to do it.

Forgive me for not wanting that here - I like to have fun and I like fights to be interesting, not repetitive
The only reason threat meters rose to prominence in WoW was Blizzard's decision to make threat/aggro 100% predictable. If they do not want threat and aggro to be 100% predictable they just need to shake up the rules of how it works. There are lots of ways to approach that. How? Well, for instance, make it so every time you use an ability it has a chance of altering that ability's contribution to threat. You'd instantly kill threat meters and make the tank's job much more "challenging".

Threat seems to be much more fluid and dynamic in SWTOR anyway. Just because the tank gets a good threat lead doesn't mean he/she can rest. I rather like that approach.

DaxRendar's Avatar


DaxRendar
01.20.2012 , 05:36 PM | #672
Quote: Originally Posted by JCinDE View Post
The only reason threat meters rose to prominence in WoW was Blizzard's decision to make threat/aggro 100% predictable. If they do not want threat and aggro to be 100% predictable they just need to shake up the rules of how it works. There are lots of ways to approach that. How? Well, for instance, make it so every time you use an ability it has a chance of altering that ability's contribution to threat. You'd instantly kill threat meters and make the tank's job much more "challenging".

Threat seems to be much more fluid and dynamic in SWTOR anyway. Just because the tank gets a good threat lead doesn't mean he/she can rest. I rather like that approach.
Sounds like we're generally in agreement... I think

ShaftyMcShaft's Avatar


ShaftyMcShaft
01.20.2012 , 05:40 PM | #673
I love how people keep making the claim that playing with the default UI means "skill" and addons remove that skill.

Suffering through this broken, miserable UI isn't skill, it's masochism. If you were in a bike race, would you turn your seat around the wrong way, and put the gear shift controllers on the back axle? Why not? Wouldn't it take more "skill" to ride that way? No, it would just mean you're too dumb to see what a stupid setup that is and configure your bike in a better way.

CODChimera's Avatar


CODChimera
01.20.2012 , 05:42 PM | #674
Quote: Originally Posted by Manchuwook View Post
It's good that you are fine without macros. However, you expect others to be fine without macros as well, which is the point of contention. Clearly, you've capped out your toons list with every possible AC with each permutation of tree selections - all at 50.

So yeah, screenshots.
If people can't cope without macros then they should practice more. Sure, some people are gonna struggle but some are always going to struggle, even if you add macros. Should we design the game around them and keep making it easier then?

DaxRendar's Avatar


DaxRendar
01.20.2012 , 05:42 PM | #675
Quote: Originally Posted by ShaftyMcShaft View Post
I love how people keep making the claim that playing with the default UI means "skill" and addons remove that skill...
UI Customization is already coming... move along

Zombull's Avatar


Zombull
01.20.2012 , 05:45 PM | #676
Quote: Originally Posted by DaxRendar View Post
Sounds like we're generally in agreement... I think
About threat/aggro mechanics? Perhaps.

About addons? Likely not, unless you've changed your position. Addons are not to blame for the flaws in Blizzard's threat system. Blizzard is to blame. Addons are not inherently bad for the game, but could be if the devs do not reign them in.

Zombull's Avatar


Zombull
01.20.2012 , 05:49 PM | #677
Quote: Originally Posted by CODChimera View Post
If people can't cope without macros then they should practice more. Sure, some people are gonna struggle but some are always going to struggle, even if you add macros. Should we design the game around them and keep making it easier then?
I would modify that. If people cannot cope without macros then the devs either need to implement macros in the game or make changes to game mechanics to reduce the perceived need for macros.

A good macro system doesn't play the game for you. A good macro system just lets you get by with fewer hotkeys by changing the function of the hotkeys based on circumstances.

So if there is an outcry for a macro system and you don't want to implement one, you at least owe it to your players to investigate why there's such an outcry for a macro system.

And if you respect your players at all, you don't just assume "they're all just crybabies who don't want to learn how to play".

Cairenn's Avatar


Cairenn
01.20.2012 , 06:03 PM | #678
Macros can be for a lot more than just 'actions'. Roleplayers LOVE macros.

Say for example that someone has this big long spiel that they use whenever they first meet another player, introducing themselves. Macros let them save it and have it 'print' to the screen with a single keystroke, instead of having to type it all out every single time. How does that 'break' the game?

Or as another example, a silly one that I use all the time. Every game I've played to date has, in one way or another, allowed people to follow another player. And they've all allowed macros in some form. So, I set up a macro that uses the 'follow' command (whatever it is) and at the same time, it says "Cairenn hops on [player]'s back, gimme a piggyback ride!" It lets the other person know that I'm ready to go, and amuses at the same time, with the push of a single button, instead of having to type it out each time. So tell me again, how is this game breaking?
Cairenn
Co-Founder and Administrator
SWTORUI

Sugerbabe's Avatar


Sugerbabe
01.20.2012 , 06:04 PM | #679
no mods no macros !

Zombiscuit's Avatar


Zombiscuit
01.20.2012 , 06:07 PM | #680
Quote: Originally Posted by Sugerbabe View Post
no mods no macros !
^^
This.