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 PostPosted: 30 Jul, 2008 
 
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First off - kudos to GPG, great game! I do love your innovation.

So after jumping in the demo the first thing I did was hit WASD to try to move around. Naturally the game is true to the whole diablo/dungeon siege style 'click-to-move' model, but with a much more interactive gameplay it just felt like I should be moving around with the keyboard.

A while back I played a similar sci-fi top-down game, I forget what it was called though and it's annoying me, that was a lot like Space Siege and that used to the keyboard to move the character around.

I would very much like to be able to do the same thing in SS, so I guess I'm just talking aloud in a vain hope that someone important will read my post and go "hmm, ok, lets listen to this nova fella and quickly put this in the release version" or maybe even say "well actually you just do this and then this and you can do that!", but I don't like my chances.


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 PostPosted: 30 Jul, 2008 
 
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I had the exact same thought when I played the demo. Using the WASD keys for moving would also allow you to move WHILE fireing and to avoid enemy fire easier.

Using the WASD keys just feels natural and an option to use them for movement would be good.

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 PostPosted: 30 Jul, 2008 
 
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You don't get to use WASD? *cancels demo download*

I could never work games without WASD.

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 PostPosted: 30 Jul, 2008 
 

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Omecron wrote:
I could never work games without WASD.

erm... SupCom? lol.

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 PostPosted: 30 Jul, 2008 
 
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BulletMagnet wrote:
Omecron wrote:
I could never work games without WASD.

erm... SupCom? lol.


SupCom is different because you are not controlling one single character the whole time.

I did find the lack of WASD control very hard to handle. When playing the game the cursor on the screen had a slight delay (fps was fine though) and when I moved the mouse,t he cursor was slightly behind so that made it REALLY hard to control. Since I had to target to move and target to shoot that just made the problem worse. Would have been a lot better if it was just slow aiming and moving with WASD (not sure if the mouse lag effects anyone else)

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 PostPosted: 30 Jul, 2008 
 
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I agree with al of the above, WASD was the first thing I tried too.

Maybe if they made a "sticky" targeting thing where once you attack a target you'll attack that target until it's dead, letting you move around without have to continuously click on the enemies.

But WASD would still be better.

Mike

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 PostPosted: 30 Jul, 2008 
 
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OrangeKnight wrote:
Maybe if they made a "sticky" targeting thing where once you attack a target you'll attack that target until it's dead, letting you move around without have to continuously click on the enemies.


Mike


I want this more than anything else to be honest. I can get used to the clicking-to-move thing but holding down the right-mouse button all day is annoying.


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 PostPosted: 30 Jul, 2008 
 
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You can hold out the left mouse and he'll move twoards it.

I prefer that in isometric RPGs than WASD.

And yeah the WASD camers is a bit new gotta get used to it. :)

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 PostPosted: 30 Jul, 2008 
 
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The Problem TCC, is that we Can't simultaneously Rightclick to shoot at aliens and Left click somewhere else to move.

It's like Starcraft: The Dungeon Siege Edition!

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 PostPosted: 30 Jul, 2008 
 
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I raised this point in brent_w's "Needs a console release" thread.
http://forums.gaspowered.com/viewtopic.php?t=30202

I see once again game developers are being foolish. Such a tragic destiny. Can humans ever defy fate?

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 PostPosted: 07 Aug, 2008 
 

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NovaPrim3 wrote:
A while back I played a similar sci-fi top-down game, I forget what it was called though and it's annoying me, that was a lot like Space Siege and that used to the keyboard to move the character around.


could it be "Shadowgrounds"??

anyway...

i just registered with the hope that the devs would still be taking suggestions before going gold.

so here goes :)

i agree 100% that Space Siege NEEDS WASD controls, badly! pure mouse movement controls work well on fantasy ARPGs (titan quest, diablo etc.) because in games like them the action is up close and personal AKA melee, you really dont need strafing, however thats not the case in SS, when the action is ranged you really need better controls and strafing is a must.

as the movement is now, well... it just seem broken, it just doesnt work.

ill give an example: you pick your target and start firing, the enemy returns fire, in order to evade you have to move your cursor away from the enemy to the direction you want to evade to and after evading you have to return your cursor back to the enemy to resume firing.

considering that the above example is a very basic maneuver, its amazing to me how complex GPG has chosen to make it.

so here goes GPG :D my meager wish list

1. give us the option for WASD movement, it would make the game ALOT more smoother and more enjoyable.

2. if WASD movement is out of the picture, well then atleast give us better control of the evasion feature, by that i mean the ability to control the direction of the evasion maneuver using only the keyboard, that way you could easily dodge bullets while still keeping your cursor on the target, making the action alot better.

3. again, if the WASD movement is out of the picture, then please polish the way the character follows to mouse while keeping the left button pressed. in the demo the character seemed to... how do i put it... spurt a few meters and then make a sudden change of direction, i mean the characters response to the mouse movement was anything but smooth, it would give a better feel for the game if this was fixed.


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 PostPosted: 09 Aug, 2008 
 

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So.. who was the one thinking that a 8 year old control sheme is fit for the year 2008?


We had tht in diablo and diablo 2 and we had it in dozens of clones and it was an annoyance in each of them.



Read this carefully: The moment you make a game about a guy using a gun to shoot things, make it a wasd shooter'esque controlsheme because i simply can't stand being a fckn turret.

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 PostPosted: 20 Aug, 2008 
 

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Quote:
because i simply can't stand being a fckn turret.


Tough look. If they've made it hard for you to move and shoot at the same time, they clearly didn't intend you to move and shoot at the same time.

It's not an FPS and isn't supposed to play klike one. Get used to it.


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 PostPosted: 30 Aug, 2008 
 
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Darh_Carl99 wrote:
Quote:
because i simply can't stand being a fckn turret.


Tough look. If they've made it hard for you to move and shoot at the same time, they clearly didn't intend you to move and shoot at the same time.

It's not an FPS and isn't supposed to play klike one. Get used to it.


I have to agree, the whole point&click movement + dodge function to where the mouse pointer is forces the player to use some tactics. Most of the time when you encounter enemies you can see them before they begin to attack, and so you can pre-plan from where you attack, where you put mines etc.

It isn't necessary to dodge all the time tho it is not wrong, but this game is more about action+tactics than pure arcarde gameplay like other top/down-shooters with WASD movement. The way Space Siege is build as game i really prefer point&klick because its the most handy way to play top/down-view games. I really like that i can move the camera with WASD.

After playing the singleplayer campaign a few times now, and many LAN/Online sessions i become more and more familiar with the controls and you can see who is a beginner and who is experienced in multiplayer. Ive seen some guys on multiplayer allways dying on challenging and elite because of there movement and using the wrong skills at the wrong time, and after a few sessions it was amazing to see what they have learned about the controls in-fight and what tactics they used.

Just an opinion.


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 PostPosted: 30 Aug, 2008 
 
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Use shield, dodging problem solved.

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 PostPosted: 31 Aug, 2008 
 
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Making a control system deliberately awkward just to force players to gain skills to overcome it, is not good design. Otherwise we'd all be applauding Starcraft's 12 unit selection limit.

Even fighting games have much simplified their control schemes since the early days.

Tactics should be about what you CHOOSE to do, not what the control systems lets you fumble your way through.

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 PostPosted: 01 Sep, 2008 
 
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AdmiralZeech wrote:
Making a control system deliberately awkward just to force players to gain skills to overcome it, is not good design. Otherwise we'd all be applauding Starcraft's 12 unit selection limit.

Even fighting games have much simplified their control schemes since the early days.

Tactics should be about what you CHOOSE to do, not what the control systems lets you fumble your way through.


Yes you're right and what i wrote in the posting above wasn't exactly what i meant. Its not the controls that force the player to use tactics, it's the complete gameplay mechanics > controls + how the skills are build + way finding routines + soft-lock on targets. All these aspects have an impact on the tactics you can use to defeat the enemies.

The gameplay mechanics and skills are all build around the point&click + E (dodge) movement. And it all is really well thought-out and works really good togehter the more u get used to it. And personally i don't think that the control-system is awkward and that you have to fiddle around with it alot.

WASD+QE controls would have a strong impact on the whole gameplay. The game would turn from a Top/Down-Shooter|A-RPG hybride to an arcade-shooter. Iam glad it's not.

[last posting on this issue]

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 PostPosted: 01 Sep, 2008 
 
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I just used shield and stopped caring about wasd -_- I'd need zqsd for my azerty board anyway

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 PostPosted: 14 Dec, 2008 
 
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Ah I see TCC is telling us how "fine" the game is and how he'd prefer it not to change again. Good ol TCC, haven't changed a bit since his days with us in FA. :)

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