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This thread is inspired by another: view original post

Edited by Paul Hammer: 7/18/2013 12:18:49 AM
15

Magic Control Scheme

Above is the original Bungie control scheme from Swift's topic on Warlock Controls: http://www.bungie.net/7_Warlock-controls/en-us/Forum/Post?id=61173152#referred-Destiny Here is Greyco's control scheme from the same topic (more COD-esque): http://i.imgur.com/FqR3euC.jpg I like Greyco's controls better, because it makes better use of the d-pad, it moves melee to the right stick, thereby leaving L1 and R1 open for magic abilities... which leads to.... [b]TL;DR begins[/b] My idea: **************************************************** It would be amazing to have different R1 and L1 combinations control the magic. With this implementation, you can charge skills for different levels of power: - press/hold and release R1 = skill 1 - press/hold and release L1 = skill 2 - hold R1, then press L1 = skill 3 - hold L1, then press R1 = skill 4 - press/hold L1 and R1 together = skill 5/elite skill This allows for five easily accessed skills without the need to pause and select them! **************************************************** [b]TL;DR ends[/b] You might be thinking: with so many skills at different levels of power, how often can we use them? Answer: Bungie could change the recharge time on the skills depending on the level/stage of power used. Or, they could implement a mana system. Skills 3 and 4 would require charging one of L1 or R1, before pressing the other. For skills 1 and 2, we could have the quick press of a button cause slightly different effects than its charged counterpart. For instance, a quick solar flare press is like a flash grenade, whereas a charge is like a regular grenade. This could also work with skill 5 (elite), where you quickly press L1 and R1 together, or hold and release them together.. This leads to the idea of holding L1 and R1 together, then releasing either L1 or R1, for skills 6 or 7 respectively. That's 7 quick-to-access skills on two buttons, while leaving your thumbs free for movement!!! This may seem complex at first, but when we're inside Destiny for 10 years, complexity is a good thing. And of course, we will be unlocking these skills as we level up, which will make this system feel natural as it unfolds over time. What's important is that this system isn't given to Warlocks only. We already know that Hunters and Titans use Space Magic (albeit not in the traditional sense that a Warlock does). For a Titan, these skills can provide knockback, AOE damage around the Titan him/herself, healing, stability, major support and teams buffs, etc. For the Hunter, they can provide a few seconds of stealth, the orange-glowing-weapon-powerup, enemy immobilization, dash/evade/superjump, minor support and team buffs, etc. And back to the Warlock, we have Solar Flare: flash/grenade, Nova Bomb, Coronal Cloud (look it up!), AOE/single target effects against the enemy (all with awesome solar nomenclature), minor support and team buffs, etc. Personally, I would love to see a deep magic system focused around the L1 and R1 buttons, leaving the thumbs free. Do you want to see a magic system like this? Why or why not? Please let me (and Bungie) know what you think!

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  • Edited by Gr8er than u m8: 6/24/2016 4:09:16 PM
    I think your button presets would take too long to press in the heat of battle. Also, why not just click/hold R1/L1? That's 4 abilities and way simpler

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  • What's the button to call out the ghost? o.o

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  • Destiny, like every other game in existence, should have custom button-mapping.

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    • This is how I think it will work: Every character has 3 powers; 2 regular and 1 super. There will be a list of ~10 regulars, and any class can pick any of those two. For the supers, there will be ~3 per class, and you can only pick one, only for that class. However, there was mention in a recentish interview something about 'Builds', which mean that possibly you get to pick which powers you want at the beginning, and then stick with them.

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    • I think it's far more powerful (and simpler) to give players two strong abillities than to give them five weaker abillities. Also to be honest I think if you were to implement your system you would find through user research that it feels more clunky than you would predict. Complexity is not a good thing, depth is a much better goal to shoot for.

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      • Edited by TheHouse: 7/18/2013 10:30:43 PM
        I think the original control scheme seems to be fine. Its simple, yet its enough to feel empowered, to be immersed. I imagine it will be similar to Diablo 3 where you can change your L1 and L1+R1 abilities before battles or during downtime (like in the city for example). That way you can customize the way your guardian fights.

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      • Edited by FairlySplendid: 7/18/2013 8:02:42 PM
        I agree with Betrael. [b]Keep is simple. DON'T over think it.[/b] That's the Bungie way...... streamlined. As far as I can tell from the gameplay, each class has two abilities. I'd venture to guess there will be a "slot" on your menu to choose an ability-combination. So one [i]bundle[/i] will be space-magic-grenades and maybe another [i]bundle[/i] will be "Buff-n-Res". Though I'm COMPLETELY speculating. When in doubt – if it sounds complicated, clunky, and overly drawn-out, it's probably not the direction Bungie will go.

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        • I'll just wait till the game arrives. I don't think Destiny will only have one control scheme. I hope there's one named Recon, haha. But I really like your idea of the use of L1 and R1 buttons.

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        • TL;DR but why doesn't Bungie just allow us to make our own controls/control remapping? It's 2013. Is customizability too much to ask for? Skyrim did it.

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          • 5 skills? Please come back to reality where the game may actually pose a challenge, I'm happy with the two, keep it simple, stupid.

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            • Edited by Floe304: 7/18/2013 5:25:04 AM
              thinking about this combination (R1 & L1) would give more then 5 combinations it would actually give 7... yes i said 7, lol you have these combinations: Tier 1 - Quick Release (tap button) for both R1 & L1 this makes 2 abilities. Tier 1.5 - Charge System (hold then release of the same button) for both R1 & L1 like crooking a grenade / building up space magic. Tier 2 - Charge & Execute (Hold then execute with alternate button) Charge with R1 and then tap L1 to execute, and vice versa (charge L1 and execute R1). Tier 3 - what i consider "Ultimate Ability" Charge both and either Hold or Release depending on the "Type of ability". a good example of a Tier 3 ability would be like a area dome shield, would be a "Hold" when an explosion type would be a "Release". of course "Hold" would render the player unless but for area dome shields can protect anyone inside of the dome and can buy the player time for other cool downs.

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              • This is a great idea! It reminds me of fighting games like Street Fighter. I didn't even think of this.

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              • Edited by Floe304: 7/18/2013 2:55:22 AM
                i also agree with this moving melee to "right" analog stick "click" is just like how many FPS games are today like COD. the combination of R1 and L1 buttons that gives "Charge Times" is a great idea. this gives tier 1 abilities (quick attacks), tier 2 (charge and use), and Ultimate (charge with both and hold/release).

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                • I can't help thinking Coronal Cloud would be a toxic fart. Am I just immature or is that what you were going for? :)

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                  • Edited by D523: 7/18/2013 12:12:13 AM
                    This is a great idea, a much better use of the D-pad buttons. I agree that emotes shouldn't get 4 buttons, and by moving the melee control off the trigger it makes the layout seem more practical. Having the buttons dedicated to magic with different combinations would allow you to have more 'equipped' at once and keep your thumbs free for movement...it would create more immersion, which may be sacrificed currently by pausing to change equipped magic.

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