Title says it all.
Remove the limit on stacks of 3 for Survival kits, Boosters, etc. Let us put all our Kits on 1 key, Boosters on another key, etc.
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Title says it all.
Remove the limit on stacks of 3 for Survival kits, Boosters, etc. Let us put all our Kits on 1 key, Boosters on another key, etc.
Not sure I agree with this.
Having 3 kits per slot is part of a character's resource management. It's part of the challenge of the game.
You can use more than 1 quick slot, at the expense of other items already - which again, is part of the challenge.
On the other hand... being able to have 4 or 5 charges per kit would be a lot more convenient.
Keep stacksize, auto-refill from inventory (as long as kits, boosters,...are available) but with a global cooldown of ~10 seconds for similar items. QoL increased; "challenge" (dragging small icons around the screen) remains.
Its not a challenge. Its fucking irritating. It is the same irritation of having to switch spells out because the dont last long (primes mostly). Every other game has a button where you can change stuff in the UI on the fly. I realise this game wont ever get to that sort of interface but these kinds of small changes absolutely go a long way towards helping it stay relevant.
If the lore states that a quickbelt can take a healing serum/cocktail of medical substances and inject them into a runners bloodstream at the press of a button to regenerate flesh suffered under gunshot trauma then why the fuck does it only stop at 3 shots?
It makes no sense why it hasnt ever been changed. I have made a thread similar to this previously and I am fully behind Bmurph on this one. It would help all classes out if you had the same deal for Psi boosters/stams/medkits. Have one slot for each set of consumables and people might actually use some other stuff, like hack tools, poke tools or whatever.
Convenience is the key here, resource management is knowing WHEN to pop a medkit/stamina booster/psi booster midfight not when to refill your belt.
WTB modern day quality of life improvements.
So it's up to us (somewhat): what is it we want to play? A simplified combat game, like so many, or an MMO gently making you think about what you're doing. Even while doing combat. It's a different approach. Yes, removing stacks-of-3 would make the game easier, more convenient. And less interesting.
Did i tell you i tried WoW once? I deleted it at Lvl 7 or so. This game is clearly for kids, or adults with very, very simple needs. I'm happy there are games like Neocron. Really.
Increasing the number of medical packs isn't changing the UI, it's changing how artefacts sit within elements of the UI.
And I'd argue that increasing the doses reduces complexity, as there's less micromanagement of the toolbar.
Don't get me wrong, I'm not against the idea. I'd LOVE another toolbar entirely for reasons like this :)
I have to disagree Torg, the shooting element and the open world combat is what kept this game alive for this long.
I agree with the idea here. Stopping to refill your quickbar isn't fun and certainly doesn't provide any challenge. I'm surprised anyone is actually against this idea.
Whether by use of a heal / stam button or increasing stack size I don't really mind.
I just care about the increased QoL and not having to stop fighting as often to refill quickbar.
Well, i don't see a contradicion here. . If all you can do in an mmo like this after you've used up all Pve content is to PvP, then we should hope for mor PvE content (new items, mobs, missions, areas, challenges) rather than giving it up and reduce the game to just another Counter Strike.
You know what new players don't want to see?
- Players being able to melee from 50 ft away.
- One class getting a MASSIVE advantage from others in the form of immortality at the click of their mouse
- A shit mechanic that forces them to constantly stop farming, fighting, or any other activity to continually drag shit from their backpack into the hotbar
Allowing us to put all of our consumables on respective keys would be an enormous QoL change for old and new players alike.
If you're going to quit the game because of an objectively superior mechanic, then you're cancerous.
<---- Triggered by stupidity
If you think PVE needs to be improved then make a thread and in the spirit of good discussion we will discuss/critique your ideas.
The change suggested here affects every player at every level from 0/2 right through to cap, LE'd or otherwise. It doesnt turn the game into a flat shooter, it does however replicate modern mechanics of pressing a single button to use a "skill" which you will find in every single MMO from WOW to the Division to any other more modern game you can care to even think of.
So yes, excuse me.... but yes.
'Ello,
Changing the mechanics of the RPOS and Quick Belt is some what more of an involved change. What we could do very quickly is create additional tiers of items for Medkits, stamina and psi boosters. These higher tiers would cost more and offer more charges, reducing the number of times you'd need to move items from inventory to quick belt.
I'd be in favour of these items being purchasable only from NPCs at cost of (X*Charges)+Y, where Y is an add on cost which would vary between the three existing tiers of medkits, for example, and this new fourth tier. This gives us a much needed money sink and gives the option of paying an in-game premium for the convenience which I think is quite a nicely balanced situation.
If the end result means that the playerbase gets an item with say - 100 charges in it instead of 3 then yes I think this idea would go a very long way towards fixing this issue.
If you made said items also recyclable - at very high skill levels/junk requirement - you might even create another sub-economy. However if you made this item cost like 50k credits or something for one then yeah it would be a nice cash sink for a capped player also.
This appears to be a nice solution for a minor issue: Some Super-Medikit sold at very high prices at NPC vendors, not cloneable, with 4 or 5 shots (uses) instead of 3, so the runner would have an balanced advantage in fast combat situations. For Pve it would be useless anyway, just different.