Suggestion: caster interface improvement
Re: Suggestion: caster interface improvement
Since you have to click the runes anyway (for various spells), why not just make the rune like toggle buttons (on and off) simply stay however you leave them. If you are casting a fireball, then it's ready to cast again, but should you wish to cast Ice, you just toggle those runes that need changing.
I love the runic 'keypad', but I did find needing to repeat combinations to be somewhat of an annoyance after a while.
I love the runic 'keypad', but I did find needing to repeat combinations to be somewhat of an annoyance after a while.
Re: Suggestion: caster interface improvement
I think most ideas in this thread make sense.
If the runebook stays in the game I'd really love to cast a spell by right-clicking anywhere on the book (instead of left-clicking that tiny "cast" button)
If the runebook stays in the game I'd really love to cast a spell by right-clicking anywhere on the book (instead of left-clicking that tiny "cast" button)
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Re: Suggestion: caster interface improvement
I personaly dont have a major problem with the rune system in it self, i play 4 mages and i kill things just as quickly as i did when i played a more normal setup.
That being said there are one thing about the interface that always ruins my gameplay and ultimatly kills me when i play 4 mages build.
When any of my front mages take a hit i will immediately need to move him into the back row so that he wont die from the next hit, however when in spellcasting menue there are no portraits for each character so after rotating my mages around for awhile it becomes increasingly difficult to remember which mage is in which position (and needing to exit spellcasting just to check which mage im currently using is NOT optimal when fighting).
Therefor i NEED there to be some sort indication as to which mage is which, perhaps a miniature portrait attached to each mages rune screen, so i can see which mage can use which magic,
or perhaps 4 small globes one in each corner of character/rune screen coulored blue, red, brown and translucent (or whatever might be best to indicate air magic) and have a number afixed to it showing your current skillpoints alocated in each school of magic.
I can not stress this enough, i have always played these kind of games in the way that if you die == game over => delete save, and it feel infuriating that i have to die because i mix up which mage is which.
Though i assume that my specific playstyle in itself is not a reason for game developers to change things ingame, I do assume that other player (even those not using my playstyle) would still like to have some sort of indiaction as to which mage is which while in rune screen.
That being said there are one thing about the interface that always ruins my gameplay and ultimatly kills me when i play 4 mages build.
When any of my front mages take a hit i will immediately need to move him into the back row so that he wont die from the next hit, however when in spellcasting menue there are no portraits for each character so after rotating my mages around for awhile it becomes increasingly difficult to remember which mage is in which position (and needing to exit spellcasting just to check which mage im currently using is NOT optimal when fighting).
Therefor i NEED there to be some sort indication as to which mage is which, perhaps a miniature portrait attached to each mages rune screen, so i can see which mage can use which magic,
or perhaps 4 small globes one in each corner of character/rune screen coulored blue, red, brown and translucent (or whatever might be best to indicate air magic) and have a number afixed to it showing your current skillpoints alocated in each school of magic.
I can not stress this enough, i have always played these kind of games in the way that if you die == game over => delete save, and it feel infuriating that i have to die because i mix up which mage is which.
Though i assume that my specific playstyle in itself is not a reason for game developers to change things ingame, I do assume that other player (even those not using my playstyle) would still like to have some sort of indiaction as to which mage is which while in rune screen.
Re: Suggestion: caster interface improvement
I'm currently doing a 4-mage play on hard, and I also would love some extra indicators on the run screens, such as health and energy remaining
Finished Dungeons - complete mods to play
Re: Suggestion: caster interface improvement
Part of the fun of combat is scrambling to click the correct runes while avoiding the monster(s). Even when casting the same spell over and over, occasionally you slip up and cast the wrong spell and waste your energy (all part of the fun).
Some tedium and repetition is part of a full gaming challenge.
*Please* do not simplify the game, if anything, I would welcome more challenge and involvement in operating the players in LoG 2, 3, 4......
Some tedium and repetition is part of a full gaming challenge.
*Please* do not simplify the game, if anything, I would welcome more challenge and involvement in operating the players in LoG 2, 3, 4......
Re: Suggestion: caster interface improvement
Just let us open/close the spellbook while it's on cooldown. When the cooldown goes off, the spell can be prepared and cast. So that we can just see the runes like we can see weapons on cooldown. This will let us choose rune-combos with slightly higher precision (as we can see the runes earlier with only 1 less mouse action) and will remove accasional double clicks that open your book and cast whatever is set.
Also +1 to suggestion mentioned above - at least some indicators should be there when spellbook is open.
Also please disable ability to switch weapons that are on cooldown. It's possible to have 1 heavy slow weapon on fighter A, swing it, pass it to figter B (while fighter A is still on cooldown), swing again. Rinse and repeat.
Also +1 to suggestion mentioned above - at least some indicators should be there when spellbook is open.
Also please disable ability to switch weapons that are on cooldown. It's possible to have 1 heavy slow weapon on fighter A, swing it, pass it to figter B (while fighter A is still on cooldown), swing again. Rinse and repeat.
Re: Suggestion: caster interface improvement
wow, I never thought of doing that!Vusfnuv wrote:Also please disable ability to switch weapons that are on cooldown. It's possible to have 1 heavy slow weapon on fighter A, swing it, pass it to figter B (while fighter A is still on cooldown), swing again. Rinse and repeat.
Finished Dungeons - complete mods to play
Re: Suggestion: caster interface improvement
Attacking with the "hot potato" is not faster than having the two fighters equipped with heavy weapons, so I don't see a reason for disabling switching weapons during cooldown.Komag wrote:wow, I never thought of doing that!Vusfnuv wrote:Also please disable ability to switch weapons that are on cooldown. It's possible to have 1 heavy slow weapon on fighter A, swing it, pass it to figter B (while fighter A is still on cooldown), swing again. Rinse and repeat.
Re: Suggestion: caster interface improvement
I don't really see the need for a change either, but I guess what he might be talking about is if you only have one really cool weapon (like DIsmantler), you can get some extra (and maybe unfair) usage out of it). I personally think it's more bother than it's worth to do that sort of thing, but I think it's okay to let others be mouse-ninja's if they want to.
Finished Dungeons - complete mods to play
Re: Suggestion: caster interface improvement
Heh if people want to get RSI for a marginal advantage I say let them!
Daniel.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...