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Sequencer Addon needs update

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Gunlinger
Posts: 163

Re: Sequencer Addon needs update

Post#21 » Fri Feb 06, 2026 1:12 am

Sequencer triggers nothing without player action. It just combines pre set abilities onto a single cast bar place, that can not be altered during combat, to simply save space on the castbars.
NB was the best QoL addon this game ever had. It gave the possibility to play most classes with only 1 cast bar on the screen. It made the game playable for a wide base of players that otherwise would not be able to play it outside of pve doe to different reasons. A good friend of mine that had lost multiple fingers during military service stopped playing RoR for obvious reasons when NB was banned.
And the truth about NB and sequencer is, that they does not give you a real advantage over players that do not used/use them. The opposite applies. With those your actions and rotations are slower in a way that you will always be slightly less effective as someone who manages those manually on a high skilled level.
NB was and sequencer is a tools to make playing the game possible for everyone without being viewed as mandatory to play, like so many others.
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Orontes
Posts: 363

Re: Sequencer Addon needs update

Post#22 » Fri Feb 06, 2026 2:29 am

Gunlinger wrote: Fri Feb 06, 2026 1:12 am Sequencer triggers nothing without player action. It just combines pre set abilities onto a single cast bar place, that can not be altered during combat, to simply save space on the castbars.
NB was the best QoL addon this game ever had. It gave the possibility to play most classes with only 1 cast bar on the screen. It made the game playable for a wide base of players that otherwise would not be able to play it outside of pve doe to different reasons. A good friend of mine that had lost multiple fingers during military service stopped playing RoR for obvious reasons when NB was banned.
And the truth about NB and sequencer is, that they does not give you a real advantage over players that do not used/use them. The opposite applies. With those your actions and rotations are slower in a way that you will always be slightly less effective as someone who manages those manually on a high skilled level.
NB was and sequencer is a tools to make playing the game possible for everyone without being viewed as mandatory to play, like so many others.
Having the hyperbolic argument fail, now the position is reduced to a participation trophy posture? Not compelling. The argument is not about advantage or disadvantage per say but cheating itself. Cheating refers to abilities occurring outside and independent of direct player action thereby removing the player from the equation. Pre-set ability rotations by definition violate this marker.

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Keula
Posts: 147

Re: Sequencer Addon needs update

Post#23 » Fri Feb 06, 2026 2:41 am

Gunlinger wrote: Fri Feb 06, 2026 1:12 am NB was the best QoL addon this game ever had

And the truth about NB and sequencer is, that they does not give you a real advantage over players that do not used/use them
QoL???
You're downplaying NB, hard, having conditionals reading buffs/debuffs so you'll essentially almost never misinput and always use the best ability(or the very least, better than the ability you pressed if it wasnt' the right one, if not the absolute best depending how well it's setup) is not QoL. Technically not cheating cause you can argue that this info is available on the hud, buffhead making it even clearer, but it's pretty close and it sure ain't "QoL".
If you're god gamer that never misses an input and always chooses the correct option, then sure it does very little, but I gotta feeling that even the best players miss something occasionally. Now otherside would be a complete noob probably wouldn't be able to set up NB perfectly so the gain isn't monumental, but even some simple stuff would already help them not waste KD/punt or something along those lines at the very least.

The Sequencer is nothing compared to NB and doesn't help you pull out correct skills at all cause the sequence is static so if you want to deviate from it, can't use it(or have multiple sequences, assuming that's possible, but now you have 15 different sequences one and might as well use single abilities instead) so idk why any1 would have problem with it form the perspective that it's too good cause it's kinda bad and I don't see any point in using it.
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kpihuss
Posts: 41

Re: Sequencer Addon needs update

Post#24 » Fri Feb 06, 2026 10:55 am

The sequencer/NB doesn’t use abilities automatically. You have to program them beforehand, and you still decide when to activate the sequence—at the moment you think it’s appropriate. It’s not autoplay; it simply (and significantly) improves the average casual player’s quality of life. You still need to know which sequence to use and when. All it really does is reduce the number of keybinds you need from roughly 20 down to about 8–9, which frees up attention for everything else happening around you—who’s nearby, terrain, positioning, and so on.

And regarding your point (that pressing one button triggers an action outside the player’s direct control), the game already includes similar QoL mechanics, like assist (you’re not choosing a target—someone else effectively is) or follow (you’re not deciding exactly where you move—someone else is). Even other mods like MGRemix, which automates seed management (even if you still have to click to pick them up), are offloading part of the decision-making. Same with tools like Autoband, which filter who can join a warband or automate LFG / recruitment messages. I think these features exist specifically to improve QoL by making the experience smoother—just like NB used to, and like the sequencer still does today (though not as much as NB did).

Most players log in to relax and have fun. If, instead of playing a relatively straightforward computer game, you’re forced into a “keyboard gymnastics” routine, the most likely outcome is that a lot of new players (and even plenty of veterans) will get frustrated and quit. I’ve got friends who stopped playing when NB was banned, and every now and then they ask whether the ban has been lifted so they can come back.
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Bergbart
Posts: 69

Re: Sequencer Addon needs update

Post#25 » Fri Feb 06, 2026 1:29 pm

Don't forget EZguard, Triage are in the same league as nb for me, but who wants to mess with the tank and Heilercomm?
Or add-ons where you can display a warning for certain abilities.
But Nb has been super evil xD

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Nameless
Posts: 1501

Re: Sequencer Addon needs update

Post#26 » Fri Feb 06, 2026 2:00 pm

Nb automatically pick skill for you based on your target position/status/buffs/debuffs/ect.
It pretty much act as autoplay and lower (actually remove) the margin of error at some situations.
Ofc some ppl could not utilise nb full capacity and use it as sequencer but ppl that know how to program it remove the margins of errors that everyone do at some point.

Comparing nb with rest of visual info addons is quite ridicules
Last edited by Nameless on Fri Feb 06, 2026 2:23 pm, edited 1 time in total.
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Alubert
Posts: 689

Re: Sequencer Addon needs update

Post#27 » Fri Feb 06, 2026 2:11 pm

How about Automark addon?
If you have interacted with an opponent or hovered over them with the cursor, you will always see their icon.
Doesn't that bother anyone?
As for NB, blocking it reduced the population but didn't solve anything because people still use it. The only difference is that now it is for the select few.
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krumhur
Posts: 2

Re: Sequencer Addon needs update

Post#28 » Fri Feb 06, 2026 3:13 pm

Orontes wrote: Fri Feb 06, 2026 2:29 am
Gunlinger wrote: Fri Feb 06, 2026 1:12 am Sequencer triggers nothing without player action. It just combines pre set abilities onto a single cast bar place, that can not be altered during combat, to simply save space on the castbars.
NB was the best QoL addon this game ever had. It gave the possibility to play most classes with only 1 cast bar on the screen. It made the game playable for a wide base of players that otherwise would not be able to play it outside of pve doe to different reasons. A good friend of mine that had lost multiple fingers during military service stopped playing RoR for obvious reasons when NB was banned.
And the truth about NB and sequencer is, that they does not give you a real advantage over players that do not used/use them. The opposite applies. With those your actions and rotations are slower in a way that you will always be slightly less effective as someone who manages those manually on a high skilled level.
NB was and sequencer is a tools to make playing the game possible for everyone without being viewed as mandatory to play, like so many others.
Having the hyperbolic argument fail, now the position is reduced to a participation trophy posture? Not compelling. The argument is not about advantage or disadvantage per say but cheating itself. Cheating refers to abilities occurring outside and independent of direct player action thereby removing the player from the equation. Pre-set ability rotations by definition violate this marker.
You seem to have the habit of replying with snarky remarks or using complex words or syntaxes when you could use much simpler ones to describe the same issue or matter. A wiser man, who taught me my job, explained to me that when your can't explain a problem with simple words or concepts it means that you don't have a clear idea of the matter itself.

Besides, but this is my just personal opinion, by resorting to over complicated definitions or arguments you also face the risk of confuting yourself along the way.

In this case, you describe cheating as "abilities occurring outside and independent of direct player action": sequencer doesn't do that. The player has to define the sequence of skills, the player has to press the corresponding keybind for the action to occur and, finally, each player action (= key press) corresponds to one action, and one action only, in game. Nothing Is happening "outside and indipendent of direct player action", there are no in game actions being automated (or being executed by a program). There are no decisions being made by a program, no conditions being verified by a script to decide which skill to use in a given circumstance. We are just talking about pressing one button twice, to execute two abilities in succession, instead of pressing two different buttons. It doesn't even fall in your definition of cheating.

Finally, a suggestion: don't label other people's arguments as "hyperbolic" when your yourself started this whole argument by saying that "sequencer Is the cousin of NB" which, by itself, is a gross over exaggeration otherwise other people, smarter than me, would probably think you are trolling/baiting...

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vanbuinen77
Posts: 378

Re: Sequencer Addon needs update

Post#29 » Fri Feb 06, 2026 4:18 pm

Agree

Update Sequencer
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Illuminati
Posts: 485

Re: Sequencer Addon needs update

Post#30 » Fri Feb 06, 2026 5:45 pm

If you want to grow the game at all and not have a death spiral of population, the server needs Sequencer. NB was absolutely bs with conditionals and all that but having button economy is fine.

Every, and I mean every new MMO since 2012 has either ability chains or a consolidated UI of buttons.

No way you grow the game without it tbh. I have 27 unique buttons that I actively manage and 2x sequences on 5x characters. Anyone I show the game to, that comes from GW2, RIFT, New World, etc. are turned off by this and they need something to reduce it or they simply play easy mode characters (WL, etc.). We want them to adopt BG, etc. then fix sequencer.
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