As I said, any talk of the developer's intention will be fruitless, by its nature. What I can say is that I believe a lot of people will enjoy the game more if the UI helps them to do so.
Personally, I am of like mind that weapon swapping should be significant in some manner - although the developers are apparently completely fine with the idea of using two of the same weapon (there is even an ingame loading-screen tip that you can do this).
I do not, however, apply that same thought to the skill bars, which I see as independent of the weapon (this would be different if the skills on the skill bars were weapon-specific only). The fact they are currently tied together is insignificant as it does not imply intention, just implementation.
The skill slots being broken into two bars that swap may simply show the manner of which the developers have approached the keybinding issues involving console users. That they tied this to the weapon swap may be just another way of cutting down on the number of keybinds. However, as I listed in the OP, this causes issues which I would like to solve by untying the skill bars from the weapon swap.
Back to my original point, we can't know the developer's intentions - we can only show that they are not necessarily what people think they are. We can, however, look at what could be done and allow the developers to make those decisions.
lajnus86b16_ESO wrote: »If think some spells especially skills that aint tied to the weapon, but guild/class, should be able to be used from stance 2 even if you are in stance 1.
allow the pc to bind have 12 keybinds(2bars) to use them responsively.
this would also make using same weapon stronger in some situations, but also give it some weakness aswell.
lajnus86b16_ESO wrote: »If think some spells especially skills that aint tied to the weapon, but guild/class, should be able to be used from stance 2 even if you are in stance 1.
Shaun98ca2 wrote: »As I said, any talk of the developer's intention will be fruitless, by its nature. What I can say is that I believe a lot of people will enjoy the game more if the UI helps them to do so.
Personally, I am of like mind that weapon swapping should be significant in some manner - although the developers are apparently completely fine with the idea of using two of the same weapon (there is even an ingame loading-screen tip that you can do this).
I do not, however, apply that same thought to the skill bars, which I see as independent of the weapon (this would be different if the skills on the skill bars were weapon-specific only). The fact they are currently tied together is insignificant as it does not imply intention, just implementation.
The skill slots being broken into two bars that swap may simply show the manner of which the developers have approached the keybinding issues involving console users. That they tied this to the weapon swap may be just another way of cutting down on the number of keybinds. However, as I listed in the OP, this causes issues which I would like to solve by untying the skill bars from the weapon swap.
Back to my original point, we can't know the developer's intentions - we can only show that they are not necessarily what people think they are. We can, however, look at what could be done and allow the developers to make those decisions.
So how would you look at the weapon swap if everything was the same except the ability to use the same weapon types IE 2 destroy staffs?
@Sylveria_Relden wrote:ZOS chose this path, and unless they program a different UI for each platform, it's going to remain the way it is now.
gimmethecreepsb14_ESO wrote: »Look, Why don't we just cut through the eloquent "breakdown of options" ...Some of you want to be able to use 10 abilities (and 2 ultimates) with 1 weapon. This was not the intent of ESO. World of Warcraft and Rift let you do stuff like that, ESO wants you to have to strategize this way with a smaller bar and pick and choose how to use them. The weapon swapping is meant to be complicated and make it possible to further influence creativity by seeing how you'd set up your bars, where certain powers would help/hurt the most, and decide what weapons work best for you. ES games have always been restrictive by nature in the way you can and can't "strategize" for combat. Remember, In elder scrolls 1 player games (and yes I know, different genre) You had to remove a weapon or off-hand item (other weapon or shield) to cast magic. So you'll have to forgive me if I find this system a little less restrictive.
ZO wants combat to be fast paced and a bit messy. They want you to have to quickly decide if you should use a power or cycle bars to take another. They dont want you to have 10 powers at your disposal at any given time, they want you to have 5 (plus the ulti's of course) This actually improves on the pace of the game and the strategy of developing your character. They want you to have to pick and choose abilities and have other people playing the same class as you, in the same role as you, picking and choosing different abilities in different dungeons and whatnot. They want you to have to change your bars constantly to fit new obstacles, and having 1 weapon, 10 skills and 2 ultimates really doesnt do that. (You'd be able to fit all 5 weapon powers and 5 other powers at a time. Plus have 2 ultimates at your disposal with a single click.)
gimmethecreepsb14_ESO wrote: »1. Don't get bogged down by intention = Please don't defeat my argument. That's like a religious zealot telling an atheist to prove God doesn't exist. I'm pretty positive EVERYBODY knows what the developers want, because had they wanted to give you 10 ability slots and stand-alone weapon-swapping, they'd have done it. Do you think they accidentally set it up this way and messed up, or didn't know how to set up 10 ability slots and give players the ability to swap weapons seperately? Dark Age of Camelot already figured out that trick, almost 15 years ago in gaming. And the lead designer of DAoC (Matt Firor) is now the Director of TESO. Ironically, he designed a game that had 10 ability slots and weapon swapping (once again, DAoC) and this game does not do that. So It's blatantly obvious to say his intent was NOT to do what he had done in DAoC and use that sort of mechanic.
2. How's this for constructive: Think about how overpowered Sorcerer's would be if you gave them 10 ability slots and seperate weapon swapping. Also most sorcerers at higher levels use the pets less because they will have to switch bars and lose their pets, unless they keep pets on both bars. So now A sorc can have both pets and bound armor up all at once, have no risk of losing it, and run 7 abilities all at once. Magelight ability could be constantly active in pvp, so melee stealth DPS would pretty much just stop existing... but I'm sure you thought of those factors...
gimmethecreepsb14_ESO wrote: »1. Don't get bogged down by intention = Please don't defeat my argument. That's like a religious zealot telling an atheist to prove God doesn't exist. I'm pretty positive EVERYBODY knows what the developers want, because had they wanted to give you 10 ability slots and stand-alone weapon-swapping, they'd have done it. Do you think they accidentally set it up this way and messed up, or didn't know how to set up 10 ability slots and give players the ability to swap weapons seperately? Dark Age of Camelot already figured out that trick, almost 15 years ago in gaming. And the lead designer of DAoC (Matt Firor) is now the Director of TESO. Ironically, he designed a game that had 10 ability slots and weapon swapping (once again, DAoC) and this game does not do that. So It's blatantly obvious to say his intent was NOT to do what he had done in DAoC and use that sort of mechanic.
2. How's this for constructive: Think about how overpowered Sorcerer's would be if you gave them 10 ability slots and seperate weapon swapping. Also most sorcerers at higher levels use the pets less because they will have to switch bars and lose their pets, unless they keep pets on both bars. So now A sorc can have both pets and bound armor up all at once, have no risk of losing it, and run 7 abilities all at once. Magelight ability could be constantly active in pvp, so melee stealth DPS would pretty much just stop existing... but I'm sure you thought of those factors...
I know there will be people who wish to argue about the intention of the skill bars as listed under relevance - but this unknown to us until a developer speaks up, so arguing about this is fruitless. Therefore, I would prefer if people proceed as if the intention is for all ten skills to be accessible freely and smoothly - if this is not the case then the developers will disregard these suggestions anyway.
gimmethecreepsb14_ESO wrote: »1. Don't get bogged down by intention = Please don't defeat my argument. That's like a religious zealot telling an atheist to prove God doesn't exist. I'm pretty positive EVERYBODY knows what the developers want, because had they wanted to give you 10 ability slots and stand-alone weapon-swapping, they'd have done it. Do you think they accidentally set it up this way and messed up, or didn't know how to set up 10 ability slots and give players the ability to swap weapons seperately? Dark Age of Camelot already figured out that trick, almost 15 years ago in gaming. And the lead designer of DAoC (Matt Firor) is now the Director of TESO. Ironically, he designed a game that had 10 ability slots and weapon swapping (once again, DAoC) and this game does not do that. So It's blatantly obvious to say his intent was NOT to do what he had done in DAoC and use that sort of mechanic.
2. How's this for constructive: Think about how overpowered Sorcerer's would be if you gave them 10 ability slots and seperate weapon swapping. Also most sorcerers at higher levels use the pets less because they will have to switch bars and lose their pets, unless they keep pets on both bars. So now A sorc can have both pets and bound armor up all at once, have no risk of losing it, and run 7 abilities all at once. Magelight ability could be constantly active in pvp, so melee stealth DPS would pretty much just stop existing... but I'm sure you thought of those factors...
If we were 100% sure the developers wanted you to use 5 abilities at any given time then logically they wouldn't have allowed you to even switch the weapon during combat. Or at the least, put a cool down on weapon swap like guild wars 2 did. Right now its pretty gray as to what the developers want. You can switch in combat with zero cool down given the impression that maybe they want to give you access to all 10. However, at the same time switching weapons is so clumsy/unresponsive that it then makes you question if they wanted to freely give you access to 10 abilities.
Now another argument against "had they wanted to give you 10 ability slots and stand-alone weapon-swapping, they'd have done it.", could simply be that the developers want to limit clutter in the UI has they have done with various other elements in the UI. Having only 6 abilities slots displayed over 12 definitely makes for cleaner UI.
Problem with weapon swap imho:
It should show a consistent and reproducible behavior, which it is not.
Im overly confident Weapon Swap was meant for a role change during combat all signs point towards that and I probably even read somewhere from developers during beta what their intent was with Weapon Swap.
midnight_tea wrote: »Im overly confident Weapon Swap was meant for a role change during combat all signs point towards that and I probably even read somewhere from developers during beta what their intent was with Weapon Swap.
Actually, one of the advices we sometimes see on the loading screen claims that you can use the same type of weapon on both bars and swap to it quickly to use of skills on 2nd bar - the lack of restriction in that regard also suggests that this system wasn't strictly designed for a role change.
Although the intention of this thread is not to talk about the issues surrounding the weapon swap (there are other threads dedicated to this), I will say that the issues are largely to do with consistency of queueing.
If you try to use any ability, you will queue the ability to perform as soon as possible. If you are currently doing nothing, or performing a light attack, that ability will be used immediately (because this is as soon as possible in this case). If you are performing another ability at the time, the ability that is queued will occur afterwards. This is the case no matter when you press the keybind for that action - it always queues, one way or another.
The weapon swap doesn't behave like this. It is an action, like the abilities are, but you are not always allowed to queue up the weapon swap to occur as soon as possible. If you are doing a heavy attack, it wont queue. If you are in the casting portion of an ability, it wont queue. However, if you are in the animation portion of an ability, it will queue. Similarly, the same with a light attack.
That inconsistency in when the queue can occur is what drives people mad. It is what causes frustration and much time wasting trying to get the weapon swap to perform. The fix is obvious - make it queue in the exact same manner that other actions queue.
Another issue is that it is very easy to "double" weapon swap, since the timeout on the action is almost non-existent. Add in that there is no way to know if the weapon swap is queued or not, and the fact it doesn't happen instantly, people will often hit the keybind again thinking they need to. What then happens is a misery of frustration as you see it swap and then swap back. The fix is again quite obvious - increase the timeout on the action to the point that the weapon swap will likely have already at least started to have occurred - say at least half a second.
~~~
If the weapon swap performed nicely, would there be a need for this thread? Well, maybe not.
If the weapon swap performed nicely then you could near guarantee access to your other five abilities within 0.5 seconds after the end of the current action. This means the delay between be able to use an ability currently on your bar and an ability on the other bar would only be at most 0.5 seconds.
Indeed, I get the feeling this was the intention of the developers given that they made the weapon swap perform very quickly and without cooldown. I would say the current difficultly in consistently queueing the weapon swap is more akin to a bug than a design choice (who would purposely design a UI action to be so frustrating?). However, I will follow my own advice here and say that I can't know the intention of the developers until they tell me.
I empathize greatly with this thread.
I also believe weapon swapping is supposed to offer an additional tactical element to the game. It's not meant to simply give you more keys so I understand why the act of swapping is involved.
...
Fundamentally, I do not believe animations are supposed to affect, influence, or interfere with gameplay in ANY (ANY!) video game unless the animation runs purposefully layered with one or more deliberately engineered functions. (a spell has a 3 second animation and a 3 second cast time.) Gathering for example is not meant to be instantaneous. I don't think swapping is meant to be instantaneous either but I don't believe the inconsistencies that interfere with it are deliberate either.