xeroph34r- so you have that gaming mouse with the 12 or more buttons on it? I heard it has a steep learning curve. THe few times I have tried to take advantage of thumb buttons etc on my standard mouse, it has not worked. I think in WoW I tried runlock on thumb1, but it would not recognize it. I have a MX revolution mouse and I dont really have plans to outlay for a new $100 mouse yet, nor do I think the thumb reaches on it would work well.
Rotations work as long as there are no conditionals in it. For instance with Jedi Knight you have riposte, which is a non-gcd reactionary on a 6s cooldown. I have not been able to configure the scrolling combat text of this game to indicate reactionaries for Riposte, so there is that basic problem of hitting this ability involves staring at the icon to see when it lights up. Or take for instance a partial investment in momentum from Guardian (1 pt means force leap has a 33% chance to give you a free blade storm)...here we have a random factor entering into whether or not you can hit something out of rotation, and I am again reduced to staring at icons and playing whack-a-mole. Overall Jedi Knight is a headache of watching icons for reactionaries and cooldowns coupled with managing focus, and that headache could be easily remedied with a simple macro system in which it would proceed down a list checking if (a) you have enough focus to do it, and (b) the conditions of cooldown and reactionary have been met to enable it. With this macro system I could assign these things to one macro and dispense with staring with icons.
I think the true test of how immersive a game can be is this: Can you turn off the UI and still play your character at full functionality?
Macros would go a long way towards making that possible. There are some things that are unavoidable for the UI such as health and focus bars. Were you that Jedi, you would know how hurt you were without looking at a bar, or how much energy you had without looking at that bar, but the game can not easily convey these sensations to you other than through a bar. So health/mana bars will always be essential until game makers develop cheap touch feedback circuits that say apply increasing pressure on a glove to indicate low health, or some other non visual way.
But there is a world of difference from the necessity of having health/mana bars in a UI to having a cumbersome and complicated set of cooldowns and icon managment. I would think that a game company like Bioware that seeks immersive gaming as its point of distinction would be actively seeking to eliminate non-immersive distractions such as a cumbersome and icon-intensive UI.[/QUOTE
Yes I can turn off the UI and still play my char at full functionality, and as far as riposte is concerned you can tell by floating text, whenever it says dodge or parry its can be used, as for cooldown this is not something you should be spamming due to high resource use for low return





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