I played Star Wars Galaxies. That game would let you macro and automate. You could set up a macro, park your toon on a spawn, and come back the next day with a full inventory. They went too far overboard. The mistake was automation.
I played WoW. They put castsequences in play, but other than that, macroing was highly restricted to just one action per macro. They avoided the automation problem of SWG, but they still forced you as a user to stare at your interface to monitor cooldowns. They did let mods go into the game which would assist you with and monitor cooldowns so you could get by.
I played Rift. They let you put as many CD abilities as you wanted into a single macro. Coding worked such that it would go down a list and execute the first thing it could do, then quit until you pressed the key again. This avoided automation, and it let you as a user not focus on staring at the UI waiting for CDs. This was a true step forward from WoW, and let me focus on the tactical battlefield rather than staring at an array of buttons.
Now I am playing SWTOR, and we are in no macro land. I can create about 17 key binds with a keyboard and play reasonably well, hitting binds from my left hand and using mouse movement on the right. The problem is we can not macro anything, and there are too many skills on separate cooldowns. You have to load up the bottom bar, left bar, and right bar, and try to stare at all 3 bars at the same time to see what is off CD. This is HORRIBLE since my focus is on the screen's edge and not on all of the stuff happening in the game itself. It is doubly horrible in a game which seeks to provide an immersive RPG like feel, as I am really driven into mouse clicking stuff at the expense of seeing the beauty of the game or the intersting tactical battlefield.
I refuse to play as a mouse clicker guy, watching some toolbar all game long for CDs, so all I can do in this setup is junk about half the active abilities I get, and pick my best 3 single target, and my best 2 AE abilites and play only those on binds. It is frustrating, but this is what we are driven to.
Now I can understand that SWTOR must be really very sensitive to the automation and gameplay failure of SWG, but they have gone way overboard to the detriment of immersive play by banning all macros, and they could stand to learn a lot about gameplay from companies like Trion (Rift). Macros do not equal automation. There is nothing noble about being able to stare at a toolbar and click a button with your mouse a microsecond after it comes off of cooldown, nor is the nobility increased by managing this act while staying out of stuff on the battlefield.
For me a good player is tactically aware and makes the right decision at the right time, rather than a person who can micromanage cooldowns on a quickbar. Macros that let you pile up a bunch of CD abilties of a similar function (IE a heal macro, an interrupt macro, a ST dps macro, a ST stun macro) in a single macro let keybinders function and enjoy the full game. If you wish to experience the frustration I feel, and you are a mouse clicker, turn off all bars except a single 12 slot action bar. Now look at your skills list and decide what doesn't make it onto the bar. This is the process us keybinders go through when we can not macro.
What would be so very horrible about letting a simple macro like this work
cast sunder strike
cast strike
you hit the macro, it would try to use sunder strike if it was not on CD, and if it was on CD, it would strike. Either way you generate focus, the purpose of the macro. You would no longer have to sit there and stare at the button for sunder strike waiting for it to come up again. You could hammer the macro when you needed energy and just have fun playing the game. It is really very annoying to me that a game designer would consider the above macro to be abusive to the point of banning macros from the game.
Furthermore we can not move bars. Not only are we really strongly encouraged to ignore what is happening in the game and mouse click bars, but also we can not move them. There are so many redundant abilities that you need to fill up left, right and bottom bars. As a gamer your eye moves to the left edge, to the bottom, to the right edge, skippign what is going on in the middle. Why could you not just let those bars stack up in a single horizontal pile at the bottom to give a dashboard like feel? Why must the bars be anchored with rigidity to the left and right screen? There are no mods which give us flexibility (like WoW) nor do we have UI flexibility built into the game (like Rift), and we are stuck in no mans land.
I suppose if this truely were a save/reload RPG with a space bar to pause action, you could deal with this awkward bar placement by stopping the action and choosing your next ability. Is this what is the core of the problem here, that the gaming company is coming from a RPG background where you can pause/reload , and UI issues don't really matter?
The best thing you could do would be to steal a UI programmer from Trion, or at least take him out for a beer and learn how to do what they do.
I love this game. I love how it is bringing back the RPG elements that I used to get in games like Baldur's Gate. But this UI is horrible, and close to unplayable. MMOs have gone beyond this, and you guys should redress this problem in a patch.





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