Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I like the game, but this is a severe oversight.
It doesn't stop me enjoying characters that use spells, but it does mean I try very hard to never have more than 3-4, 5 at the absolute most, spells prepared simply because cycling through the list in combat is more likely to get you killed than it is to get you the spell you want when you want it.
There's plenty of better ways to do this found in other action RPGs.
The absolute most important thing a UI must do (after function as intended) is be intuitive. If people can't instantly do the ting they want, your UI doesn't work and you did a bad job designing it.
Even way back in the early Souls days, the controls all worked pretty well for a joypad (but they're astonishingly bad on keeb).
Scrolling though a set of spells is, I agree, not great. We put our bread-and-butter spell in position 1, the 'oh crap it's going South' spell in slot 2, then random garbage in the rest.
If you're really clever you'll space synergies by the same number of lots (e.g. cycle 3 times to get to Hidden Body, cycle 3 more to get to your mist).
Anyway, lets loop back to the top. We all know what a Graphical User Interface (GUI) is, but I also mentioned non-graphical user interfaces. These are physical things: buttons, keys, joysticks, mice etc. They're the best UI to use because they're extremely fast and intuitive but more importantly, especially in a game, they use muscle memory.
I know you don't swap spells by thinking "Right, I need to hammer on that there D-Pad Up button a whole buncha times". You think "Oh crap it's all gone South, where the smeg is that spell?"
You get to your spell by, in your head, cycling through the spells. You don't, even for a microsecond, think about that D-Pad Up button.
So now imagine swapping that muscle memory physical UI with a radial menu. "Oh crap, it's all going South, let me just bring up this here circular maguffin and peruse my options. Alas, I am perished."
Man I wish we could go back to the unique spellbook approach for Mages.
Now it's just a condensed preservitive meat product
The question is how would they squeeze it in..it would have to work in a controller
I can give it to you if you want, but it is written for a bit obscure input emulator, so you would need to download that first. It is probably easier to get the one in nexus mods.
Imagine playing with a controller against someone who has 6 spells at the press of a button...
Macros are really easy to make..even for unskilled developers
But this game doesn't have cross play anyway, I think.
Yea it could work..idk if Id change the controller for kb n m tho...kinda be it for tat for me
Now if I could use both....
There is cross play for PS4 and PS5 players, or the different versions of xboxes, but different brands (PC, PS, Xbox) can't play with each other, according to google.