Yeah, if there's only one hot-bar, that will be a likely problem. Having extra "non-active" hot-bars available to keep buffs, utility actions/spells, racials, and clickies on will be very much appreciated. I would rather not have to continuously swap out skills on one hot-bar to use buffs or the other things I mentioned.
Roxxers said:I am sure they will decide this as they get closer to finalizing UI. I wouldn't think we will have a limited skillbar size as I believe the plan if for the UI to be customizable, which will likely mean multiple skill bars. Likely simple XML structure.
People are mixing up terminology. The number of slots for skills (collectively making up the "skill-bar") will be limited, although the details of how limited they will be haven't been finalized (currently 12 or so). It's likely that there will be additional "hot-bars" which can be slotted with things like macros and item equip shortcuts etc. Those likely won't be limited in any practical sense (i.e. there may be a technical cap, but not one that feels limiting).
Skill bar and hot bar are usually interchangeable, and ultimately there may not be a true distinction between them if skills are simply limited by number and not confined to a particular bar. But for the purposes of discussion, it's probably best to distinguish between a "skill-bar" and a "hot-bar".
BamBam said: Hi so I'm wondering if we get a Ui slot for our race ability? VR informed that so far each race will have 1 passive and 1 activation skill. The reson why is that we have a limited skillbar and therefore to make sure the activation abilities will be used, it could be a way to include them instead of leaving them behind when selecting our skillbar setup.
If the skill is passive, why would you need a spell slot for it when it is something that is affecting you 100% of the time? It is something that would always be 'on', never something you need to turn on or off. As a future Shaman player, I can't think of a single passive ability I wouldn't want affecting me permanently. If the ability which you need to turn on or off is something that once turned on stays on until you log out then it too does not need a permanent slot on the spellbar.
Yup, temrinology mix up. Using bar in skill bar made me think of the string of hot bar slots. Yes, skill/spell slots will be limited. Having the race ability have its own UI trigger point would make the most sense, but that will likely not be discussed till they are ready to address final UI design.
On the other hand, wouldn"t be interesting if having access to your racial was a choice of some kind ?
It's a bit silly that "Everytime you group with an ogre you knows he has his "Umbridded wrath" cooldown on demand", it makes the game and gameplay of others too much predictable and if thoses active abilities are costless, they are a no brainer in most situations.
I would like them to feel like they are a tool at disposal, that should be weighted against other options either by it's cost (Ressource, bar slot, etc...) or by it's counterweight (Vulnerabilities, self controled, etc...).
I think I know what Bambam and Zoltar are saying, the hotbar is limited and where decisions are made, spells and what not, limited and good.
Skills would be seperate, if EQ is a guide. Maybe 6 seperate buttons that would have things like Beg, bind wound, fishing, (kick), (bash),- where the kick and bash would be racial/class skills. not all 6 button would be used.
kick and bash and taunt for a warrior, hide and sneak for a rogue, nothing and nothing for a mage but we all would have beg, bind wound, fishing and sit. But mages could summon bandages! so we could improve bind wounds skill a bit faster.