PlaneShift

Gameplay => General Discussion => Topic started by: Curly on January 02, 2005, 08:40:25 pm

Title: Control system needs work
Post by: Curly on January 02, 2005, 08:40:25 pm
I know that this is an alpha release, but I\'d just like to say that changing the control system would be a very important thing to look at. I know that you can customize them in the menu, but there are many limitations. It\'s very hard to look in one direction and move in the other, and being able to adjust the view and the movement independently. I\'d greatly prefer a system such as in other mmorpgs, or fps games, neither of which is able to be set using the existing customization settings.

Also, is there a way to disable the mouse camera delay? I\'ve tried fiddling with teh many camera settings, but I can\'t get the mouse to react in a timely manner. Also, is there an always run setting that I\'ve missed? That would help too. (not autorun)
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Post by: Xolon on January 02, 2005, 09:18:20 pm
isn\'t autorun a way to......auto-run  ?(
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Post by: Curly on January 02, 2005, 09:25:57 pm
Autorun makes it so you walk without having to hold foward. What I\'m looking for is an option so that you run by default, and walk only when holding shift instead of the other way arouhd.
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Post by: Curly on January 03, 2005, 02:35:31 am
One way to do it would be to have the option to let the keyboard move, and the mouse look.
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Post by: Euphoria on January 03, 2005, 02:58:33 am
I agree with Curly. In my opinion an Ultima IX-styled interface would be perfect for PlaneShift. For those who don\'t know, the cursor is centered on the screen, with the mouse controlling the looking and actions, and the keyboard controlling movement. When an icon must be clicked on, you can press a key to release the mouse.
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Post by: Moogie on January 03, 2005, 03:13:37 am
Euphoria: So what is wrong with pressing Tab, using the mouse to control your direction and view, and using WASD or the arrow keys to move? Because that is exactly what you just described.

Please, know what you\'re talking about before you post and make yourself seem silly and/or ignorant of the game. :)
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Post by: Curly on January 03, 2005, 03:38:20 am
Moog, the planeshift control style is not what he described. In PS, the camera does not follow the player instantly (or at all) based on the view modes. It does start changing to accomade change in directions, but only slowly after a player starts moving foward in the new direction (best case sceneraio using camera modes) In addition, the camera movement is slow and lagged, even with very high sensitivity. The camera should instantly follow a player as he/she moves around and changes directions, and it should be fluid in doing so.
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Post by: Moogie on January 03, 2005, 04:03:18 am
It is fluid, that\'s the only reason it \"lags\". In MB we had a camera that was statically stuck to whatever position you put it in. It was jerkly and looked bad. CB\'s camera is a massive, massive improvement... I don\'t see why the fluidness of its movement is such a problem.
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Post by: Icefalcon on January 03, 2005, 04:54:45 am
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Originally posted by Curly
Autorun makes it so you walk without having to hold foward. What I\'m looking for is an option so that you run by default, and walk only when holding shift instead of the other way arouhd.

Uh, capslock?  :rolleyes:
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Post by: bbum on January 03, 2005, 06:41:13 am
there should be no views besides 1st person for the immersion factor!  :D
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Post by: Moogie on January 03, 2005, 07:25:56 am
bbum: You guys would lose me then. :) I\'m one of the rare people who experience motion sickness in first-person-only games. I need 3rd or I can\'t play. ;)
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Post by: Kiva on January 03, 2005, 02:24:21 pm
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Originally posted by Curly
Moog, the planeshift control style is not what he described. In PS, the camera does not follow the player instantly (or at all) based on the view modes. It does start changing to accomade change in directions, but only slowly after a player starts moving foward in the new direction (best case sceneraio using camera modes) In addition, the camera movement is slow and lagged, even with very high sensitivity. The camera should instantly follow a player as he/she moves around and changes directions, and it should be fluid in doing so.


Strange... I have no problems making my camera follow the player around like it did in MB. Have you tried using \"M\" to switch through the diffrent camera modes? I\'m pretty sure there is one which suits your needs.
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Post by: Kwip on January 03, 2005, 05:00:06 pm
I am puzled and confused and I do not think it is because I usually am.  I have been using the 3rd follow behind since the begining, though I rarely get to see my hansome face ;) .  I believe that it is the view right after the 1st person one.
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Post by: confused on January 03, 2005, 05:11:28 pm
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Originally posted by Moogie
bbum: You guys would lose me then. :) I\'m one of the rare people who experience motion sickness in first-person-only games. I need 3rd or I can\'t play. ;)

My friend (a female) also gets motion sickness within 5 minutes of just watching me play in 1st person mode, when she is watching me I must play in 3rd person mode.

The first of a few 3rd person modes is where the camera shifts as the character turns keeping the camara looking down the back of character all the time.
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Post by: Curly on January 03, 2005, 05:30:54 pm
I actually like first person too. Would it be possible to add an option to let you control it like you would an fps game in that mode? (mouse rotates and aims up/down, keyboard moves foward/back and straffes. With mouselook, it won\'t move your viewpoint around nearly enough, and you have to deselect it to select objects. If a true fps simulator for first person were implemented, I would be satisfied using that mode.
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Post by: Euphoria on January 03, 2005, 11:33:43 pm
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Originally posted by Moogie
Please, know what you\'re talking about before you post and make yourself seem silly and/or ignorant of the game. :)


I guess I\'m mainly focussed on the fact that the cursor remains centered in Ultima IX, enabling you to select things and perform actions while in that look mode. Apologies for seeming ignorant but obviously I didn\'t explain it.
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Post by: bbum on January 04, 2005, 12:24:25 am
a true fps simulator Curly? what exactly has to be done so the view can be classified as a true fps simulator?first person seems to be done perfect to me, just as good as any other first person rpg.
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Post by: Androgos on January 04, 2005, 12:29:52 am
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Originally posted by Curly
I actually like first person too. Would it be possible to add an option to let you control it like you would an fps game in that mode? (mouse rotates and aims up/down, keyboard moves foward/back and straffes. With mouselook, it won\'t move your viewpoint around nearly enough, and you have to deselect it to select objects. If a true fps simulator for first person were implemented, I would be satisfied using that mode.


Mouselook exists
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Post by: 2old on January 04, 2005, 12:50:53 am
I must confess to also struggling with the control keys.  I eventually tried a lot of diff combos and am geeting the hang of it although the camera view tends to screw with me as it keeps zooming in.....

It is certainly different than most other games - not worse just different imho.
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Post by: toadman31 on January 04, 2005, 09:51:31 pm
I had a cool camera glitch the other day. I was at the door to the areana and the camera gliched out and gave me a sweet over head veiw of the whole arena. good job on the art by the way.

but on topic i think i will try the tab mode i think it will work alot better.