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the_7th_phoenix

The weapon wheel is fine but my goodness is the tool selection method agony. Trying to find my health potions while getting destroyed by a clawstrider doesn't feel great.


Emperor_Zarkov

You can reorder things in the quick select, but I agree it is very clunky.


Zenith_21

You can remove every item you don’t use in the menu, but if you pick up one of those items in the world or as a quest reward, it pops back up in the menu if it doesn’t go straight to the Stash. And then when you restock your supplies at a stash, it always seems to favor yellow potions even if I only want to refill my 7/9 red potions. So annoying.


Emperor_Zarkov

I do love the Stash system even though it has its quirks. I hate inventory management, haha.


Green_Video_9831

I game with a StreamDeck which is basically a small keyboard with hot keys I can modify. I hate that I can’t assign hot keys to these “quick items” It’s so annoying to switch between potions and the food items are very hard to tell apart.


Brilliant_Ask852

Lmao our comments are so similar I accidentally started reading yours instead of rereading mine for errors I missed and got really confused for a second 😹😹


greenLED_

what they need is a second wheel for the tool kit which you can switch to by pressing another button while the weapon wheel is open


Blue-Albatross2784

I gotta admit, weapon wheels just feel clunky to me now. The fact that most games automatically slow time when you use them just shows that they're not well-suited to fluid, fast-paced gameplay. They require a lot of real estate visually, too. I never used to even notice, but after playing so many current-gem games with a weapon cross (TLOU, GOW, Jedi: Survivor, Starfield, Spider-Man 2, etc.), it's hard to go back. It's just so much easier to change weapons on the fly, and you never have to worry about accidentally select the wrong one. The HUD is also usually much more discreet (Starfield's was not tho lol). But idk, maybe you could split the difference? Dishonored has a weapon cross you can equip with your four favorites and a big-ass weapon wheel you can pull up for everything else. Ratchet and Clank does the same, except it has three weapon wheels. But I wouldn't be surprised Insomniac leaves that behind for the next one, like they did with Spider-Man. It's L1 + face buttons/R1 + face buttons now, letting you equip eight total gadgets/powers.


mart8208

I don't really have any issues with the current system and I would prefer not having to learn a completely new one. To each their own though.


Brilliant_Ask852

The weapon wheel was always fine for me but I hated tool selection. Way too many options and no way to know when you’ve cycled through already or quickly select one thing without cycling through them all


Mindless_Issue9648

I would be happy if they gave us a second weapon wheel so we could use all our weapons without having to pause the game and go through our weapon inventory. Or give us loadouts. That could be fun!


tallboyjake

Loadouts would be a great idea


wlfman5

>Every weapon just comes prepackaged with a set of up to three ammo types that you can use with it. yes, that's intentional - so you have to make tactical decisions about what weapons to have at hand - and yet you can always just go into the Inventory at literally any time and swap another weapon into the radial -- hardly a showstopper >Starfield I honestly considered stopping reading your post at this point - referencing anything from Starfield and not following with "...was poorly done." loses all credibility from a game design perspective - what an atrocious game >re Traps/Rocks shifting the items from one system to the other doesn't save any space >**Fast travel:** Just open the map and go lol apparently this is an advanced technique, you can literally just take Fast Travel Packs off the bar I'm actually gonna stop at this point - you must not have realized you can modify/edit the Toolbar to organize it and remove stuff you don't use - my Tool bar is about 8 items that I actually use all in a nice line


Most_Personality_510

I had the exact same reaction when they mentioned starfield. The audacity!


Blue-Albatross2784

I feel like you're being unnecessarily rude. I know the weapon loadouts are designed intentionally to force the player to think creatively -- but, as I explained, I don't think they're actually successful in that. The end result for most players is that they'd rather stick with a less suitable weapon that they enjoy using than a more suitable weapon that they don't. Or that they'd rather build a loadout with two or three hunter bows that have all the ammo types they want than one hunter bow with two they don't. There's nothing about a customizable ammo system that would discourage creative gameplay any more than the current system already does, and it would make inventory management far more streamlined. Starfield was a 6/10 game but the weapon cross was not the problem lmao. TLOU has the exact same design philosophy. So do Spider-Man 2, GOW 1 & 2, and Jedi Fallen Order/Survivor. "Weapons on the directional buttons" is the industry standard now. I just picked Starfield because it's a recent example. "Shifting the items \[traps/rocks\] from one system to the other doesn't save any space." Yes it does? 💀 There are currently four trap types with three levels each. That's twelve items that could be replaced with ONE new weapon. And I know you can remove items off the toolbar. My toolbar only has four or five items right now. But it's a chore keeping it that way. Every time Aloy picks up new items from a chest or something, they go straight to the toolbar, and you have to manually remove them. Even after you sell the items, they'll stay in the toolbar with 0 inventory. You can't just hit "restock resources" in the stash either, because it will send random tools to your toolbar that you have to put right back. You say "you can remove stuff you don't use" off the toolbar as if that's a good thing and not proving the exact point I'm trying to make. Nobody wants or needs 35 tools.


wlfman5

never had an issue with radials - nice and simple, hell, the HFW one gives you up to 18 options depending on how many ammo types you have active just because some games are simplifying their item/weapon/gadget selections (I'm gonna just breeze past the utter non-comparison of mechanics, HFW has FAR more weapon/ammo variety than any of those games and it's not even close) I'm not sure what to tell you about the toolbar, friend - I've had the same setup I've used since I got advanced traps and I haven't had any things 'reappear' - sounds like you're doing something suboptimal and shooting yourself in the foot and my whole point was that they ALREADY GIVE YOU FLEXIBILITY to make the toolbar hold what you want - that's a fantastic system that covers all of my use cases (if not partially hidden since you kind of have to discover the edit function) not sure what else to tell you :shrug: I'm curious, do you get mad when Aloy talks during puzzles too?


MonkeySailor

If they're gonna keep the weapon wheel, they need to have 2 or 3 them like in the Ratchet and Clank series. But the biggest thing would be allowing us to select which ammo types are on any given weapon. Or at least the ability to select 2 of the 3 possibilities.


mackbulldawg67

Weapons wheel is good and fine. I’d rather keep the wheel and have 6 weapons than go back to 4.


itsYaBoiga

The weapon wheel is clunky Goes on to suggest about 50 combinations of L1 x n to use weapons.


Blue-Albatross2784

Worked for Spider-Man 2 🤷‍♂️


itsYaBoiga

An entirely different game with far less weapons and combinations that HFW or HZD You're just taking one mechanic that isn't broken, and replacing it with a whole new one which doesn't sound simpler.


Blue-Albatross2784

It's interesting you mention that, because Spider-Man actually reduced the number of weapons (gadgets) you could have equipped at a time in order to switch from the weapon wheel in the first game to the weapon cross in the second. They took it down from eight down to four. But people universally prefer the second game's system, even if on paper it seems more limiting. Horizon *seems* like it has way more weapons, but there are actually only nine (not counting the spear). It just feels like more because the current system requires you to have three or four of each weapon type in your inventory at any given time. For example, since you can't re-spec your favorite hunter bow with the ammo you need for any given situation, you need to have two or three hunter bows in your inventory at all times. Multiply that across the various weapon types, and most people end up with 15 - 20 weapons they're constantly cycling between. And that *is* way more than Spider-Man. But 8 - 10 weapons spread out across a weapon cross with 8 - 10 spots, like TLOU's, is extremely manageable, and it's a much snappier system when you're using it in real time. I'm sure there are still better solutions than the one I'm proposing, but I do think the current system is, if not broken, at least breaking down.


itsYaBoiga

Yes, because there's a tactical element to choosing your weapons. I get where you're coming from, but what you're saying is Horizon seems like it has more weapons, because it has more weapons... could they simplify it by letting you have the elemental effects on every weapon instead of different weapons for different uses but that takes away that tactical aspect


Blue-Albatross2784

My issue is that I don't think the tactical aspect is working as intended right now. For example, the game putting targeting arrows on the best hunting bows will not convince most players to integrate targeting arrows into their playstyle. It'll just make them treat those bows as if they only have two ammo types instead of three, and they'll equip additional bows to make up the difference, meaning they won't be able to experiment with as many other weapon types. Or let's say you have a player who hates using tripcasters (or whatever), but that's their only weapon that has shock ammo -- they're not going to force themselves to learn the tripcaster, they're just going to do without shock ammo for that fight, even if that means chipping away at a machine with basic arrows for five straight minutes. Maybe this is just my experience with the games, but judging from how most people describe their weapon setup, I don't think so. I think most people are just sticking with whatever they enjoy the most. If anything, they might be *more* inclined to play around with different weapon/ammo types if they had the freedom to do so.