Home » Games News » Macroing a Sequence of Skills
Just thought of this. It maybe a potential resolution for a few latency problems and too many hotkeys. The ability to set up a macro to chain skills together. You would be able to cancel the macro by pressing a movement key or skill.
It would look similar to the macro screen except there would be 3 slots to put 3 skills and a tiny box below the slot to specify "number of times used."
Why does this help with latency problems? Simply because you told the server what you're going to do ahead of time. Take a blader's attack for example, normally it is like this:
(delay) attack -> (delay) attack -> (delay) attack -> (delay) attack -> (delay) finisher.
Macro version: Attack x4, Finisher, Empty slot
(delay) attack -> attack -> attack -> attack -> finisher
A few common examples:
-Jump -> Attack -> Skill(pvp backflip, shield bash, blink, etc) - makes evading a bit easier, you might not use a macros for JAS unless you lag hardcore.
-Guardian combos, Blader attacks, Meister attacks, Bard buffing (3x3 hotkey marcos vs 9 hotkeyed buffs?)
-Buff -> Petbuff -> Another buff
A few things that should possibly be barred from skill macroing:
-Mining skills?
This could be expanded on. Adding new things such as a hotkey to use when you get faceplanted.
Before: "Faceplant" -> (delay) jump
After: "Checks for Faceplant" -> pvp backflip, duck, jump, etc
You execute the move while you're trying to get back up. Now you can avoid being a free kill.
People may complain that this makes the game easier and less challenging. It might. Others may say it makes the game more customizable and there's a certain skill in setting up combos.
Would this be implemented? Probably not.. lol. Is it difficult for ogp/actoz to develop? Probably not that difficult. Reuse macro screen, add slots, execute skill routines... etc. But it would depend on how well the game was designed which probably is lacking in a lot of places...
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