Opening inventory during fight ?
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I know it might look like stupid question, but is it possible to open inventory during fight ?
We have 8 slots and its might be advantage to have it filled with nukes while also having opened inventory to click healing / antidot anytime necessary, as it would save at least one slot (not mentioning how strong remedy seems to be against dedicated DOT character). Hope makros won´t make it into game.It wouldn´t be a nice fight to see opponent throw all his nukes at me, run away while healing himself from inventory and attack again when healed a little (maybe with help of invis spell).
Thank you.
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I havent seen a single mmo where you cant open your bag and use consumables during the fight.
Thats the point of having consumables.
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@Gothix said in Opening inventory during fight ?:
I havent seen a single mmo where you cant open your bag and use consumables during the fight.
Thats the point of having consumables.
I know one, Albion. In order to use consumables you have to equip them and you can't change your gear (including consumables) when you are in combat.
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Yes, but for example WoW had dozens of active skill slots, so one slot used by a potion wouldn´t matter (there was no reason to go into inventory for one). In Guild Wars 2 your healing spell had fixed position and no healing potions - again no reason to go to inventory.
Here we have 8 positions for abilities- both offensive and defensive ones. And if i can simply go into inventory for heal (that doesn´t cost health like Second wind or mana like regular healing spells), why would i slot healing spell into such limited bar. Why would i reduce my nuking potential, when i don´t have to. That´s what I mean.
I know one, Albion. In order to use consumables you have to equip them and you can't change your gear (including consumables) when you are in combat.
This. If in AO you could drink health potions as you wish, duels would be quite different.
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@asspirin said in Opening inventory during fight ?:
(...)why would i slot healing spell into such limited bar. Why would i reduce my nuking potential, when i don´t have to. That´s what I mean(...)
It's kind of similar to you having multiple possible spells/abilities, but not being able to switch between them during a fight (until you rest), hence a restriction does make sense.
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Ah I understand what you were asking now.
I would personally vote for separate consumable slots, that you can only use for consumables, and that dont interfere with regular slots for spells (where you wouldnt bea able to slot consumables).
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@Logain we didn´t probably understand each other - im pro restriction. I wouldn´t like to have inventory openable during fight If I wrote it not understandable, Im sorry, english is not my native language.
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@Gothix Like many things this is also matter of personal taste. I personally liked Guild wars 2 system most. You had one healing spell (ability) in separate slot (just like you prefer), but it had fixed CD and there were no healing bottles. And what´s more, you could get dazed/stunned, so your healing went on short cd - best system I´ve seen. In gameplay videos everyone just spams Bandages. It sure will be toned down, but with such low cd and no need of mana, noone will ever use dedicated healing spells, because theyre sooo worse (at least give bandages, remedies, healing potions etc. shared cooldown).
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@asspirin said in Opening inventory during fight ?:
Like many things this is also matter of personal taste
It's also a bit about balance because if the game ends up having a variety of potions, the person who can afford to die with a bunch of expensive potions will have a huge advantage in pvp. Imagine fighting someone with 7.1/8.1 poison, gig, res, regen and invis potions in the same time in Albion. Not so fun eh? Even 1 of each of these poisons adds up to a reasonable amount of silver.
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@asspirin said in Opening inventory during fight ?:
@Logain we didn´t probably understand each other - im pro restriction(...)
I understood you and I agree with you (I am pro restriction as well).
I meant to say that spells/skills are already restricted in a fight in Fractured.
That means it makes sense to do the same for potions (since it is a similar design choice).
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@Razvan Totally agree about balance thing, but I was rather responding to Gothix´s "single slot reserved to healing ability/potion/whatever for this purpose". I bet every build will probably use healing of some kind, limiting healing to one slot is imo limitation, so let´s leave it to player --> for me only limitation should be "8 slots for abilities" and leave choice of abilities to us.
P.S.: How many active buffs from consumables can we have at time. 1 buff consumable with long duration and 1 healing item ?
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@asspirin said in Opening inventory during fight ?:
@Razvan Totally agree about balance thing, but I was rather responding to Gothix´s "single slot reserved to healing ability/potion/whatever for this purpose". I bet every build will probably use healing of some kind, limiting healing to one slot is imo limitation, so let´s leave it to player --> for me only limitation should be "8 slots for abilities" and leave choice of abilities to us.
P.S.: How many active buffs from consumables can we have at time. 1 buff consumable with long duration and 1 healing item ?
Be nice to have more then a mana and healing potion too for the alchemist potion guzzlers
Potion of explosion throwing out a fireball potion of transformation turning you in to a chicken or a powerful beast depends on how good the alchemist is
Potion of speed so on
Drink too many potions and get potion sickness and cant take anymore for 10min
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I was thinking more like X slots for abilities and Y slots for consumables.
Abilities can be dps healing support.... consumables can be of any type as well.
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@Xzoviac why not, but it would be closer to abilities rather than consumables (if such flasks had cooldown). But they would have to be potent, or noone would use them (in DII fireflasks were used as help for low lvl characters, but after few hours of playing they sucked, in GRIM DAWN there were some nice offensive flasks, but you wouldn´t get them from start, so again noone used them)
So make them available from start and let them scale like rest of the abilities ---> but then if no mana would be necessary to "cast" them, it would give quite advantage to user - especially low mana chars (warriors in plate). So either give them mana cost (not logical and potions would become just reskinned spells) or make them cooldown dependant on armour or something (or heavily armoured guys would just spam you with fireball flasks ) or dependant on inteligence (so low int chars would have serious disadvantages, high cooldowns and such).
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@asspirin said in Opening inventory during fight ?:
@Xzoviac why not, but it would be closer to abilities rather than consumables (if such flasks had cooldown). But they would have to be potent, or noone would use them (in DII fireflasks were used as help for low lvl characters, but after few hours of playing they sucked, in GRIM DAWN there were some nice offensive flasks, but you wouldn´t get them from start, so again noone used them)
So make them available from start and let them scale like rest of the abilities ---> but then if no mana would be necessary to "cast" them, it would give quite advantage to user - especially low mana chars (warriors in plate). So either give them mana cost (not logical and potions would become just reskinned spells) or make them cooldown dependant on armour or something (or heavily armoured guys would just spam you with fireball flasks ) or dependant on inteligence (so low int chars would have serious disadvantages, high cooldowns and such).
just make them so you have to make them or buy them, cant spam them if you cant make them, and cant spam them if you cant afford them
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@Xzoviac said in Opening inventory during fight ?:
just make them so you have to make them or buy them, cant spam them if you cant make them, and cant spam them if you cant afford them
Ok, I don't think this is a healthy way to handle consumables. They should be affordable to everyone.
Special consumables slots vs taking a spot in the skillbar; cooldown for each consumable vs a potion toxicity meter. It's all the same to me as long as they not spamable as in hack'n'slash games and everyone can afford them.
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@Razvan said in Opening inventory during fight ?:
@Xzoviac said in Opening inventory during fight ?:
just make them so you have to make them or buy them, cant spam them if you cant make them, and cant spam them if you cant afford them
Ok, I don't think this is a healthy way to handle consumables. They should be affordable to everyone.
Special consumables slots vs taking a spot in the skillbar; cooldown for each consumable vs a potion toxicity meter. It's all the same to me as long as they not spamable as in hack'n'slash games and everyone can afford them.
i like the idea of a toxicity meter, Dunno if DS will have much control over price , if its all player driven unless they do what BDO does and have a range of prices things can sell for and depending on the demand depends on the pricing of the item
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@Xzoviac said in Opening inventory during fight ?:
Dunno if DS will have much control over price , if its all player driven unless they do what BDO does and have a range of prices things can sell for and depending on the demand depends on the pricing of the item
If the potions are made from a small number of common ingredients, then they will end up cheap. If they are made from expensive or a large quantity of ingredients, then they will end up expensive.
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@Xzoviac Or you can make alchemist char and make potions for your warrior char ( in case you can make guild for yourself and invite your other character so you can share stash with yourself ).
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@asspirin said in Opening inventory during fight ?:
@Xzoviac Or you can make alchemist char and make potions for your warrior char ( in case you can make guild for yourself and invite your other character so you can share stash with yourself ).
I thought you could do it all on one character and unlike Albion you don't have to reach t8 plate helmet crafting in order to craft them.
On a second thought, this completely removes the need of specialised crafters. Do we have any info on crafting?