Clunky gameplay - shift key issues
I've been thinking something was incredibly off with the movement for some reason, and you've hit the nail on the head! I went and tested and yes this is exactly what was feeling off about the movement. This bug irritates me to no end, I do hope they fix it before open beta!
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I have to agree that the movement is a bit sticky. It takes a little too long for the character to turn when I whip my mouse to teh other side. Needs to be instant so I feel in control of a smooth useable character.
The shift attack is also a bit too loose. Sometimes while clicking enemies to hit them your character ends up running squiggles in front of them while they hit you. Im loving the look and feel of the worlds, they are really really well done. I will enjoy watching this progress :) I make music, you can listen and dl for free at https://analogmunky.bandcamp.com/music or https://soundcloud.com/analogmunky/tracks
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I'll chime in on this as well, character stuck in attack mode after letting go of the shift key has cost me a couple deaths already (this issue would be prevalent for ranged characters of course).
And on a similar note, allowing some skills that need to be used in a pinch (taunting totem??) to be able to be instacast while moving would be great as well. The time it takes to stop and cast that totem will often be the time it takes for a fast running unique to come and smack your face into the pavement, whereas I see one of the primary uses of this totem as an escape tool from these particular nasties. If in any way I would ever see myself starting up a ranged character in Hardcore, I would have to be sure that the controls are as responsive as they should be. Never argue with a zombie, he'll drag you down to his level and eat your brains. |
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OP maybe you should change the title of this thread to "Clunky Gameplay - Shift Key issues" or something so that people browsing know it is about the shift key, and just not a QQ post about something else
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" That might actually be a good idea. But it's not just about the shiftbutton, but fixing that would surely go a long way. |
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I must say I agree with the OP here. Diablo 3 gets a lot of criticism from this side of the fence, but its behaviour with respect to the shift key is something which it definitely got right. Stutter stepping feels great in that game.
If I press the shift key, I want to immediately stop moving and if the mouse button or a key is down, begin firing in that direction. Currently, what PoE does is to finish walking to wherever I had previously clicked. This completely kills the use of shift to stutter-step, and in the case where my character continues derping into a crowd of enemies, can be extremely frustrating. When I release the shift key, I expect my attack animation to finish playing and then at the moment that it finishes, if I have a mouse button or key pressed, the game should respond as if I just started pressing that key at the end of my attack animation. So if my mouse is over an enemy, go ahead and attack it, but otherwise, start moving in that direction. Presently, it will continue to repeat whatever attack it was doing as if the shift key is still held. This also kills its use for stutter stepping. If I release but then press shift again before my attack animation finishes playing, it should be as if I had not released it. (Currently this is the case, but it's something which is possible to break with whatever is done to fix it.) I would check this description against D3's behaviour, but I was just treated to a couple errors about my client being out of date despite the launcher saying otherwise, followed by error 37. :D (Apparently they're doing some more maintenance.) |
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MesostelZe, Torchlight 2 has it spot on imho.
And well to be honest. We, the players of htese kinda games want what we want and dont care if the basic mechanics are the same. Hell, it might even for many be a positive. Just imagine if a point'n click adventure game went of the deep end and made a drag'n mark game. Last edited by Dalkordigo#2295 on May 29, 2012, 7:41:58 PM
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" Whats a drag and mark? :) I make music, you can listen and dl for free at https://analogmunky.bandcamp.com/music or https://soundcloud.com/analogmunky/tracks
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" AH! Instead of clicking the orange so you can make orangejuice to lubricate the laundryshoot for the monkey you have to click'n drag a marking box (rts stylr) around it. Then drag it to your inventory. Actually I tried playing a bit more with the shift key in PoE yesterday. There is more stupid stuff that's not even mentioned here. First of if you use shift to make a directed attack and as you click you also click on an enemy, that takes priority. So when the enemy dies you have to start over. Secondly that same mechanic doesn't work the same on breakables. Come on just redo the whole shiftcode so it's usable. It's not really hard to realize how it should work for best gaming experience. And when thats done so people can use it you also have to fix the pointer, projectilespawn, characterdirection issue. With dualwands its way off and way to easy to start fireing backwards through your character. Last edited by Dalkordigo#2295 on Jun 2, 2012, 2:37:18 PM
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I want shift to toggle movment on/off, and when it's toggled off, I want the mouse to auto-attack.
I'd like shift on/off to take immediate priority over whatever else I might have been doing so that if I'm running and I press shift, I stop. If I'm running with the mouse down and I press shift, I stop and immediately start firing. If I'm firing with the mouse held down and shift toggled to that mode, and I press shift, I want to immediately start running. This probably will be addressed at some point, but I've been saying that since I mentioned it on Alpha..oh..15 patches ago or something. |
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