right but how do I make a macro to select myself with the new targeting system? would solve a lot of problems. Every other targeting option imaginable is available, but not target self? common... its close to absurd territory.
I'm just learning the game again. I'm learning at high speeds from a senior technical engineer perspective, and I do know a lot about UO and games in general. Am I intentionally not power gaming and playing as a new player learning organically on purpose to give what I consider the best feedback from a returning player available to my fellow UO tech dev? Of course, I'm stretching the content too, I'm in absolutely no hurry because I'm loving all I see, every challenge, even in total wipeout.
This is a great game, we're all enjoying it (my new guild)... the only problem I'm addressing here is player retention, because its only returning players like me (knowledgeable and adaptable) who make it thought the first week(s) and stick and take on a sub, I have a big enough sample right now to see that the lack of intent communication from the devs is a huge problem. Players are open minded, so when I can explain something, the intent behind it they're like oh ok there is harder content that makes use of those limitations.
See how simple it is to retain some of them? They just need that ah moment... but I can't be everywhere and explain to everyone.
Another problem is there are things I cannot explain, at all... I'm forced to say I have no idea why it is like this. This is one of the worse case scenario for a game that wishes to recapture new and old players.
The goal of making a macro is not having to click on a very small icon since I'm on a 2k monitor (some even worse on a 4k). I know how to click my way through a fight, but its not intended this way, the whole new targeting system was built to extend capacity, not to limit... Opening the context menu is one more operation than necessary, I can click the red healthbar button and its just one click for the same result.
What if I wanted to cast protection or strength on myself? there is only 3 buttons on that healthbar, its not a solution nor is right clicking a spell.
UO is meant to work with target self... I'm ok with having to swap between friendlies, or that I can attack my guild, or my guild summons because they're meant to be chaotic and have a negative impact to balance huge guilds, I just figured out yesterday some champions so use provocation and stuff that uses those mechanics, so I understand its intentional that its hard to target mobs in a fight. Why not tell us? Why not just answer like this? it shows much more respect to your playerbase, you don't need to say everything or reveal secrets, but communicate at least to explain why some limitations exist, the intention behind it. Then people can accept its a fun element.
I'm intentionally creating this thread instead of small feedback and bug reports, because there is a pattern in player/dev communication that is not helping the devs at all.
Conceptually, I cannot forget how to target self, I know self, I want any spell, even pre-load and fire a magic arrow on myself when I know a paralyze is incoming, I need a way to select myself.
I notice a pattern, and I appreciate the respect people have for the devs, everyday I am discovering new mechanics and content, I do think the respect its well deserved. But when something is game immersion breaking like this, people stay quiet out of respect, this is not good, at all.
Creates an environment where players are shy to speak up.
And for the cherry on the sundae, I've discovered the systems that cause the crashes and disconnects (yup entirely fixed) the EC is working smooth as butter now. Its the mobs shadows and to a lesser degree the footsteps. Its crazy that you have possibly thousands of players struggling and just dealing with those crashes, when a simple button exposed in the options fixes it all.
I've profiled my GPU and realized there are many problems with those shadow shaders, a new system that was never completed maybe? And it does get worse with footsteps sounds activated, sounds like there are memory leaks that could be solved with a simple function gate here, limit the amount simply when the client catches up with server. Sometimes if the client lags all those footsteps sounds are played at once, no simple way for me to verify that part so I did not go in depth. It's not normal that its me figuring this all out, I see people complaining about crashes every single day, am I supposed to walk around new haven like a town crier and explain to everyone manually?
We need strong communication channels.
Its a problem that only people with advanced programming knowledge like me can understand those things.
This thread has figured its purpose, to heal the communication between devs and returning players. There are a lot (a TON) of returning players, not many stay, let's please not sidestep this necessary healing procedure. I like my game populated and active with high retention.
Thank you and please understand that I am not complaining.