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Thread: RTW demo conclusions: a full summary

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    Default Re: RTW demo conclusions: a full summary

    Great thread! First I must say I am as concerned as many after having learned of the demo yesterday and done nothing but played it since then. Can we keep this list going and perhaps make it an official sticky? The more cohesive community concerns are represented the easier it will be for devs to wade through the muck. Just a thought.

    I agree with much of whats been said here. I would like to add two issues which I feel fit nicely with this list and by extension touch on an issue raised by many. This might be a bit long but I am trying to be as clear as possible. Here they are..

    1: ---> edit: nevermind on this point. I found more key binding options. The rest below still stands! Sorry everyone.

    2: ---> I've tried every mode and camera setup in the game and there is simply nothing that works for me. Here is my perfect setup...

    2a: - W,A,S,D (strafe L+R, forward, back) -This is covered with current options. Easy enough for me, the most common setup for navigating a 3D game along with #2b. Camera speed slider included, thank you CA!

    2b: - Mouselook (viewpoint left, right, up, down) -Now this cant be "on" all the time like in a FPS because we need the mouse cursor nearly as much as we need to move. So, for me the ideal solution is to simply have Mouselook active only when im holding down my key of choice (Right Mouse Button). Holding it down gives me the freedom of movement only seen in the best FPS games. Releasing it gives me my cursor. Advantage #1 is not having to use "screen edge" movement or rotation thus keeping your cursor closer to the action. Advantage #2 you're not confined to a single rotation speed as you are with screen edge or keyboard rotation.

    2c: - Left mouse button option (Unit selection, Unit movement, Attack, AND Formation + Facing) Its easier to quickly double left click than double right. This opens up the interface for the above described mouselook.

    I do think M:TW had a form of mouselook like what I described above but the implementation wasn't very smooth at all. I only looked up and down with it because rotation was jittery. This leads me into an issue raised by many concerning the demo.

    3: ---> The mouse speed issue. Mouse input accuracy is terrible. Sure we need a speed slider and perhaps a filter but this doesn't change poor utilization within the software itself. The TW games have never been the finest on this point and would never pass on any professional or competitive FPS/RTS level. You can feel it even on the menu screen by contrast from the windows desktop. There is latency and a seemingly slow as mud sampling rate. Its honestly really bad and needs to be improved.

    In the hopes of a great game!
    V2
    Last edited by V2; 09-07-2004 at 02:14. Reason: added a "b" after "along with #2"

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