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Rift fans do you like the Anti-Macro combat system of SL more than Vanilla Rift?
I remember the more vocal community members would complain about things such as the macro heavy gameplay as well as the fast leveling pace in Vanilla Rift.
But now that the developers addressed their concerns in SL, how did you feel about it?
Philosophy of MMO Game Design
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Ha, Awesome, I wasn't aware they changed that. I might actually give the game another chance now.
Back when I played, it was disappointing to learn that you could make a one-button macro that basically did everything. Kind of made the combat system seem trivialized to me, so I'm glad to hear they did something about it.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
I was just about to ask that myself. After watching quite a few recent pvp videos, I can't help but think the macro situation hasn't actually changed much. One of the guys was mainly just spamming one macro key, during the fights he was in.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
A lot of abilities had their cooldowns removed. Thus becoming unmacroable because they would now fire everytime you pressed the macro.
Did developers address the concerns? This was my biggest issue with the game.
What did they do to change it?
So do you now just build 4 macros and push them in order?