Give all the classes different set of guns or something like that to make it easy for new people, also remove most of the spells from RTP and give every class a maximum of four spells bound to 1, 2, 3 and 4 by default. Every class should have different set of spells to make the classes more unique. Keep crafter and crafting the same as it is right now.
Since no one is going to make any big updates to RTP this thread serves no purpose imo.
I can see how this might be more useful when spells get a cooldown sometime soon and you can’t spam a single low cost spell over and over again just for one guy, and instead of having to remember a certain “dance” when comboing spells, you can easily concentrate on moving smoothly and cast spells from whatever you have bound with this script.
If someone new started with this system, how much faster would they grasp (atleast spellcasting and fighting) rtp than someone that starts with the basic spellwheel?
This only simplifies the control, which makes casting spells more intuitive and reduces the likelihood of fumbling with them when you’re a beginner. It would definitely make transitioning into the game much, much easier, although you’d need to have this .cfg in the first place, so obviously this isn’t intended as a fix-all solution or whatever to the problem of getting newbies into RTP.
The other thing to consider is that the spells are still spells. They each have their own situational usage and their own respective skill curves. Someone who can’t already lead projectiles isn’t going to become a master wizard in one night because they have this .cfg. They’re still going to miss with firebolt or whatever. Of course, being able to more readily use the spells with easier controls means you can put more effort into actually learning their in-game usage rather than getting accustomed to how to cast them.
I’ll take your word for it, then. I apologize for presenting this as though it was novel, but hopefully at least someone else benefits from my putting this script together. As for the imbalance between spells, that’s something no script can remedy, so hopefully Darker can put on a good show later on.
that twitch/reaction based combat is better than longer lasting combat actually engages you really
Are you saying it isnt?
Anyways, I dont play MOBAs ASSFAGGOTS and I was born too late to truly experience the golden age of arena shooters, but I have played a lot of quake live. I still think that it could benefit from becoming more like a MOBA. It just needs to keep a balance that keeps combat fast paced and fun.
I think I’ve finally thought of a solution for taking binds and shit off; all you need to do is add a second spell bar that can be swapped into place by pressing shift + C or some shit you can think of. This will double the spell count (16 + 16) and will result in less noobs complaining about not having enough spells or knowing what the spell does and stops them from ragequitting.
Option B: If you don’t want to do Shift + C, then simply make it that there’s an extra button in the middle of the spell bar when using right click so that if you press right click and don’t move at all (so the button has to replace the empty space in the middle) it selects the button in the spell bar in the middle and simply just cast that button with shift and it switches to the other spell bar. That way you don’t have to make any complex or stupid changes such as QWER to change spells or some shit to make this game like some RTS MOBA.
How do you even come up with such shit ideas. Jesus^2