vvirlvvind
Algintal Core Gallente Federation
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Posted - 2012.10.09 09:49:00 -
[1] - Quote
As a Move/Sharpshooter user, it is almost impossible for me to use the weapon wheel for anything . . .
without instantly dying to enemy fire-- since the button to activate it is far from the player's hand and you have to stop and take your eyes away from the screen to look at the muzzle of the gunshell to find it, try to tilt the gun to select with your hands now backwards on the weapon,-- boom you're dead from enemy fire. - workaround is that i cannot use the weapon wheel for anything-- and i wouldn't care so much either unless more important things were going to find a home on that weapon wheel-- which I think is inevitable.
What I really want, is to have completely user customizable buttons so I can take some of the module activate options OFF the weapon wheel and put them on a different button of MY OWN CHOICE. . . the upshoot of this, is that I might be voluntarily REMOVING or moving whatever command used to be on that button by default, which is fine by me since half the buttons are already assigned to things i don't give a hoot about and never use.
BUT
This suggests a possibly for an even better game mechanic.
In many RPG games [GuildWars, WoW, PhatasyStar, D2, etc.] you eventually have more skills available to you than buttons available to use them-- this is ON PURPOSE [at least for Guild Wars,PS, and D2]. - This creates a great game mechanic where the player must choose what skills he/she has ready to activate, and leave others behind-- this adds an element of strategy/planning before a battle, as well as another layer of character UNIQUENESS for example; in Dust's case, one sniper might have a completely different set of activatable skills than another of the same level, not just be cookie cutout copy of each other.
Since I currently want to throw out many of the current things my buttons are mapped to, and re-map them the way I want, there is an opportunity here for Dust to not only let players freely define how they play, but create more custom setups/skill combinations than originally intended, which is good. - in the future when CCP introduces more and more types of activatable modules, players can pick which ones are more important to them and put them on easily accessible buttons, while perhaps willingly sacrificing some other abilities.
Dust should keep some reasonable default button layout for most players, and let the other players re-arrange the button layout and perhaps sacrifice overall functionality in return for quicker access to the most important functions.
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There is also something of a precedent here from EVE online, since in EVE you can completely rearrange your high,mid,low slot modules to any other slot to activate. It adds another level of fun as players experiment with not just the abilities, but how the abilities are laid out in the control interface.
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