Talk:Skill bar
Archive
This one[edit]
Regardless of tenses, why is the old version not equally correct (and moreso with spelling) compared to the new one? The new ones doubles up the word character as well. - Infinite - talk 22:08, 12 March 2011 (UTC)
- I prefer your Infinite's version, only with case changed to cases. They're both right, but we agreed on using main-hand and off-hand awhile ago. Eive 22:16, 12 March 2011 (UTC)
- So would it be:
- The main-hand weapon determines the first three skills.
- The off-hand weapon determines the last two skills.
- Two-handed or environmental weapons determine all five skills, and in some cases will provide less than five.
- I think that works better than this triple revert. - Infinite - talk 22:27, 12 March 2011 (UTC)
- "The main-hand weapon determines the first three skills", "the off-hand weapon determines the last two skills", "a two-handed or environmental weapon determines all five skills, although there are some exceptions". pling 22:31, 12 March 2011 (UTC)
- That's good, pling. I could go with that as-is, though that last part "although there are some exceptions," is vague. How about this:
- "The main-hand weapon determines the first three skills", "the off-hand weapon determines the last two skills", "a two-handed or environmental weapon determines all five skills, although there are some exceptions". pling 22:31, 12 March 2011 (UTC)
- So would it be:
- A character's choice of weapons determines their skills as follows:
- The main hand weapon determines the first three skills.
- The off-hand weapon determines the last two skills.
- Two-handed and environmental weapons determine all five skills, although some environmental weapons leave one or more slots empty.
- A character's choice of weapons determines their skills as follows:
- The exceptions we're talking about are all environmental weapons, correct? There aren't any two-handed weapons that don't fill all five slots, are there?
- Anyways, it's a bit wordier, but I think the increased clarity is worth it.
- Also, the last bullet point about the thief is still kind of a mess. Here's my suggestion:
- Instead of being determined by the main-hand weapon, a thief's third skill is a dual skill determined by the combination of their main- and off-hand weapons. The short bow (the thief's only two-handed weapon) determines all five weapon skills, as usual.
- And finally, we really should do something about the opening paragraph of the "Last Five Skills" section. My suggestion:
- The player chooses their last five skills from a pool determined by their character's profession and race. The first is a healing skill, the middle three are utility skills, and the last one is an elite skill.
- I think "pool" is a little dodgy sitting there all by itself, but I think it's clear enough, and it's worth it to get rid of that horrible passive voice at the beginning. The second sentence is simply a matter of trimming and clarifying.
- So those are my suggestions. I probably won't be back through here for a while, so feel free to use 'em, abuse 'em, clean 'em up, or ignore 'em as you see fit. Have a good weekend, all. --Jonsp 08:48, 13 March 2011 (UTC)
- Two-handed or environmental weapons determine all five skills, though in some cases may provide less than five. suggests that two-handed weapons could also provide less than five skills, which is untrue. (Xu Davella 00:53, 14 March 2011 (UTC))
- So those are my suggestions. I probably won't be back through here for a while, so feel free to use 'em, abuse 'em, clean 'em up, or ignore 'em as you see fit. Have a good weekend, all. --Jonsp 08:48, 13 March 2011 (UTC)
The date[edit]
Whilst I do not disagree with the current phrasing, I had put the date up of when the thief was revealed, not because it was that exact date at the time (it was the 12th when I made that edit). Because we don't usually get a change in professions mechanics outside of reveals. - Infinite - talk 08:46, 17 March 2011 (UTC)
Skill Diagram[edit]
The skill bar diagram needs to be updated to show the duel slot for assassins thieves. Or perhaps just a note about it (just found a note in the page). --Moto Saxon 17:47, 19 March 2011 (UTC)
"Dedicated" Skill Slots?[edit]
When it is said that there is a "dedicated healing slot", there are three ways that could be interpreted, and I haven't found anywhere that explicitly states which one is correct:
- You can put healing skills in other slots, but you cannot put other skills in the healing slot.
- You cannot put healing skills in other slots, but you can put other skills in the healing slot.
- You cannot put healing skills in other slots, and you cannot put other skills in the healing slot.
I assume that it is the third option—but, again, I have not been able to find anything that explicitly says so. Can anyone else link to an article that does? Thanks :). —Proton 18:50, 19 March 2011 (UTC)
- It is common knowledge, when you press the arrow above the healing slot it shows only healing skills, while pressing arrows above utility slots you see utility skills, as elite slot's arrow just list elite skills. 82.131.236.98 18:58, 19 March 2011 (UTC)
undwater skill bar[edit]
not sure where else to put this. At 3:00 in, the warrior equips a sword/shield combo while entering the water. All of his skills stay the same while above and below, he even demonstrates his sword attack skill several times before hopping out. --Moto Saxon 15:29, 16 May 2011 (UTC)
- Those are basic skills. Underwater skills were not part of that demo, unfortunately. It's nice to see them work underwater, though. - Infinite - talk 19:44, 16 May 2011 (UTC)
- Also, a sword is still a sword under water. Nothing has changed about it. However, fire magic, by the same token, probably has different effects in air (where fire can actually "live" due to the availability of gaseous oxygen) and water (where fire would be more similar to heat and not necessarily fiery.) Aqua (T|C) 19:55, 16 May 2011 (UTC)
- I had just never seen any footage of a skill bar while underwater and that I'd share. My thought had always been that you would either get A) an aquatic weapon with aquatic skills or B) underwater versions of your current skills. I just hope underwater skills make underwater combat as dynamic as it is above water. --Moto Saxon 21:20, 16 May 2011 (UTC)
- not only that, but that demo is way before they even decided to change the underwater skills into completely different skills. --The preceding unsigned comment was added by 74.140.47.14 (talk).
- Boil and steam much for fire-attune under-water skills? (Sorry for the speculation) -- Frozzen 04:23, 17 May 2011 (UTC)
- not only that, but that demo is way before they even decided to change the underwater skills into completely different skills. --The preceding unsigned comment was added by 74.140.47.14 (talk).
- I had just never seen any footage of a skill bar while underwater and that I'd share. My thought had always been that you would either get A) an aquatic weapon with aquatic skills or B) underwater versions of your current skills. I just hope underwater skills make underwater combat as dynamic as it is above water. --Moto Saxon 21:20, 16 May 2011 (UTC)
- Also, a sword is still a sword under water. Nothing has changed about it. However, fire magic, by the same token, probably has different effects in air (where fire can actually "live" due to the availability of gaseous oxygen) and water (where fire would be more similar to heat and not necessarily fiery.) Aqua (T|C) 19:55, 16 May 2011 (UTC)
Templates![edit]
I don't suppose anyone has any Skill Bar Templates? I have tried making one of myown a few times but im just not good enough at wiki code. Titan Crow 00:20, 5 June 2011 (UTC)
- There is plenty skill bar templates around, but the last wiki updated screwed the full-UI skill bar templates over real hard. - Infinite - talk 00:59, 5 June 2011 (UTC)
- Shew is working on some stuff... check around his sandboxes to see what sort of stuff he's working on right now... He's got a template for a character page too using a good skill bar. ~~ Kiomadoushi 01:05, 5 June 2011 (UTC)
- I was actually talking about my UI templates. - Infinite - talk 01:07, 5 June 2011 (UTC)
- Yours doesn't weapon-skill switch... His has far more stuff to it. From what I know, right now he's working on a list of all professions' weapon skills so that you just put in main/off or twohanded weapon(s), and it lets you switch with sets, underwater, and attunements ~~ Kiomadoushi 01:13, 5 June 2011 (UTC)
- Please don't state things that are fallacious. Mine weapon swap and attunement swap. As well as the planned Death Shroud and Tool Belt swaps upcoming after I altered all templates to the new software versions. I find this kind of of negative propaganda highly distasteful. - Infinite - talk 01:16, 5 June 2011 (UTC)
- Mine doesn't look as cool.-- Shew 01:44, 5 June 2011 (UTC)
- It's the health ball. But i see graphic errors in how infinite's lines up, the bottom cuts around... ~~ Kiomadoushi 01:46, 5 June 2011 (UTC)
- "after I altered all templates to the new software versions." It used to be perfect. The wiki update is working against me fully. - Infinite - talk 01:47, 5 June 2011 (UTC)
- 3 lines of images or something? top (healthball), skills, bottom (healthball)? i guess that could cause a problem in lining things up, but how much could the wiki update really do that could do that?
- "after I altered all templates to the new software versions." It used to be perfect. The wiki update is working against me fully. - Infinite - talk 01:47, 5 June 2011 (UTC)
- It's the health ball. But i see graphic errors in how infinite's lines up, the bottom cuts around... ~~ Kiomadoushi 01:46, 5 June 2011 (UTC)
- Mine doesn't look as cool.-- Shew 01:44, 5 June 2011 (UTC)
- Please don't state things that are fallacious. Mine weapon swap and attunement swap. As well as the planned Death Shroud and Tool Belt swaps upcoming after I altered all templates to the new software versions. I find this kind of of negative propaganda highly distasteful. - Infinite - talk 01:16, 5 June 2011 (UTC)
- Yours doesn't weapon-skill switch... His has far more stuff to it. From what I know, right now he's working on a list of all professions' weapon skills so that you just put in main/off or twohanded weapon(s), and it lets you switch with sets, underwater, and attunements ~~ Kiomadoushi 01:13, 5 June 2011 (UTC)
- I was actually talking about my UI templates. - Infinite - talk 01:07, 5 June 2011 (UTC)
- Shew is working on some stuff... check around his sandboxes to see what sort of stuff he's working on right now... He's got a template for a character page too using a good skill bar. ~~ Kiomadoushi 01:05, 5 June 2011 (UTC)
(Reset indent) I was looking at your Skills template yesterday Infinite and thought that it looked ace. I copied the code and had a mess around with it to see if I could get rid of the two lines that run through the middle of it. But, in all honesty, there wasn't a hope that I was going to able to fix it. I also like the sound of what your doing and have planned for your templates, with all the weapon, attunement, tool belt, .... etc swapping. I love to know when you have it done so I could see the finished project. ; )
I just had a look at your two templates from your sandboxes Shew and there really quite good, a lot more like the old GW1 skill bar templates. Im liking the one from Shewmake/Sandbox as its an Ele skill template and my main is going to be an Ele.
Its has also occurred to me that if we want to make skill bar (and/or UI) templates look as much like they do in the game as we can, then we might need to make a different one for each profession due to their Profession specific abilities. Although, it would be cool if a "One size fits all" template could be made but that looks a bit hard to me. Anyway, I look forward to seeing how skill bar templates progress but in the meantime im just going to try cobble something together from the ones I've seen so far. Of corse, when one of you or someone else creates a template thats really good, you know I'll just steal that in stead, lol. Titan Crow 09:59, 5 June 2011 (UTC)
- The one in my sandbox changes to be profession-specific, as the profession is a parameter. In the end, Infinite's and mine will have the same functionality, basically. It'll just come down to whether people want a more compact one or a more stylish one.-- Shew 12:23, 5 June 2011 (UTC)
- Ah, righty. I just had a mess around with your templates, trieing to make an Ele one. It all looked ace and nearly all worked perfect except that I couldn't get the Attunement part to work. The first five skills were always on "Fire" but im not sure if that was me getting something wrong. Anyway, Nice Job fella! : ) Titan Crow 18:49, 5 June 2011 (UTC)
- Were you using the attunement parameter? By default, the fire one displays, but you can change that if you specify an attunement in the parameters.-- Shew 19:41, 5 June 2011 (UTC)
- Hmm...it just seems to not be working. Oddly, it works within the character template, though. I'll see if I can figure it out.-- Shew 19:45, 5 June 2011 (UTC)
- That was easy. I'm using an older version of the skill bar template in my sandbox.-- Shew 19:47, 5 June 2011 (UTC)
- Ah, righty. I just had a mess around with your templates, trieing to make an Ele one. It all looked ace and nearly all worked perfect except that I couldn't get the Attunement part to work. The first five skills were always on "Fire" but im not sure if that was me getting something wrong. Anyway, Nice Job fella! : ) Titan Crow 18:49, 5 June 2011 (UTC)
Auto-attack see also?[edit]
I see no reference to the auto-attack arrows on this page, would this fix it best?
- == See also ==
- User interface
- Profession
- Auto-attack --Skekzyz 05:12, 4 July 2012 (UTC)