Hello again, just had a couple of features which I think might be pretty handy for future releases (if not in a later Book 2 patch, but I dunno if they'd be worth patching into the game).
1) I didn't find Everdale until probably much later than the game's "ideal" progression would have it, and there was a quest available there to retreive a certain item... Unfortunately, earlier in the game I had already found that item, assumed it wasn't actually "special" and sold it off to a merchant. It'd be kind of nice if quest items would stick around in merchant shops so that I'd have the opportunity to buy it back and complete the quest. Perhaps have it randomly show up at other towns' shops, or something, to simulate it changing hands a few times, or something. Not a big deal, of course, it was my own fault that I sold it, after all. :)
2) I found myself wanting more than one set of spell presets; I think it'd be neat to be able to have two (sort of like having two equipment presets), so that I could (for example) have an array of purely offensive spells in my quickslots, and then another array of defensive or miscellaneous spells. (Rather than having an extra ten keys which would be active, you'd just be able to swap out which "set" the number keys will map to). I suppose that could get pretty difficult from a UI perspective, of course...
Couple of feature requests (maybe for Book 3?)
Re: Couple of feature requests (maybe for Book 3?)
For number 1. Maybe just have the item look important in some obvious way, maybe a colored border or the game just telling that one should hold on to it, before it's being sold so you can answer yes or no if you really want to sell it.xolotl wrote:Hello again, just had a couple of features which I think might be pretty handy for future releases (if not in a later Book 2 patch, but I dunno if they'd be worth patching into the game).
1) I didn't find Everdale until probably much later than the game's "ideal" progression would have it, and there was a quest available there to retreive a certain item... Unfortunately, earlier in the game I had already found that item, assumed it wasn't actually "special" and sold it off to a merchant. It'd be kind of nice if quest items would stick around in merchant shops so that I'd have the opportunity to buy it back and complete the quest. Perhaps have it randomly show up at other towns' shops, or something, to simulate it changing hands a few times, or something. Not a big deal, of course, it was my own fault that I sold it, after all.
2) I found myself wanting more than one set of spell presets; I think it'd be neat to be able to have two (sort of like having two equipment presets), so that I could (for example) have an array of purely offensive spells in my quickslots, and then another array of defensive or miscellaneous spells. (Rather than having an extra ten keys which would be active, you'd just be able to swap out which "set" the number keys will map to). I suppose that could get pretty difficult from a UI perspective, of course...
For number 2. Are you really using that many different spells?
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Re: Couple of feature requests (maybe for Book 3?)
If you're playing a mage, then yes yes YES. These are in no particular order, but are the spells you cast often as a mage, often at times when it could be inconvenient to have to go to the spell selector:Simone wrote:For number 2. Are you really using that many different spells?
1 - cats eyes and/or predator sight
2 - divine heal
3 - sparkling wonder (scare off opponents when you need a break)
4 - sonic blast (stunning)
5 - fire dart
6 - compress atmosphere
7 - abysmal freeze/ice lance
8 - haste
9 - dense nimbus
10 - invisibility
11 - stone skin
12 - element armor
these are cast in less hurried situations, but it still takes several clicks instead of one keypress to select them, so it's frustrating that you can't key them up:
13 - lock melt
14 - trap kill
15 - draw water
16 - create food
The problem is - each spell at each level takes a spot, and there's some spells you want to keep lower levels than just the maximum of (like fire dart - both level 1 and level 6 are quite useful) (personally, I'd rather have fire dart on one key, with repeated mashing of the same key scrolling through the levels I can cast it at - but even then I have 12 (or 16) spells I want handy, and only 10 keys :/
(In an ideal world I'd have both cats eyes and predator sight constantly on, and quick access to both abysmal freeze and ice lance for different scales of damage depending on the power of the opponent - but that's 2 MORE slots)
I ended up playing the game without a bunch of the buffs because it was too frustrating to have to (click for magic, scroll to spell, click spell, click level, click to dismiss magic list) just to prepare them and all my quick slots were taken by attack magic. Plus there were utilities like Sonic Blast and Sparkling Wonder that I could have been using a lot more, but never did because I just didn't have the slots for them and in combat, even though time is dead when it's my turn, it still feels too slow to switch up the long way.
Last edited by silverkitty on June 6th, 2010, 6:27 am, edited 1 time in total.
Re: Couple of feature requests (maybe for Book 3?)
Ah, yeah, that's a great idea! The multiple-level thing is, for me, what ends up really monopolizing the spell bar; especially earlier in the game where MP is more precious, half the bar tends to get filled in with varying levels of Fire Dart, in an attempt to conserve MP as much as possible.silverkitty wrote:personally, I'd rather have fire dart on one key, with repeated mashing of the same key scrolling through the levels I can cast it at
The repeated-key-for-different-levels thing would make Portal an easily slottable spell too, which would be nice (I tend to use Portal as much as possible once I get it; much better than quicktravel, what with the hunger/thirst thing). (Even then I'd still ideally like to have maybe two spellbar-presets to use, so I could divide 'em between offensive and defensive spells.)