WASD Movement

Not to beat a dead horse but I really would like a WASD movement secondary movement system I think using a WASD is more freeing to the player especially when you want to kit with a range character. Which after years of click to move it feels invigorating. The boss fight feel so much better because you can fine tune your path instead of linear click to move. I will b a good boi if u put this shit in here no lyin.

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I don’t mean to rain on your parade but WASD for a aRPG is a no-go for me.

It could be an option, sure, but I think it would require the devs to create and mantain a whole new movement system for the game, I don’t think this is an easy request.

Totally talking out of my ass here, but since the game has controller support, don’t think it would be that difficult.

I’m also biased because I’m one of those freaks that likes WASD in an ARPG. It just feels more intuitive and the ability to move and aim separately just feels more intuitive to me.

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That’s not really the same thing: controller movements are not the same as WASD movements.

But even saying they are, they will get into the issue of having Controller / Keyboard and then a subsection Keyboard normal / Keyboard WASD.

But hey, maybe I’m the one in the wrong here and it’s an easy thing to add for them, I’m just assuming how things are working.

—Joke cookie on—
Would suggest a steering wheel.
To change your own avatar’s orientation just crank it quickly.
Then give a little gas (walk), full throttle (run) and brake (stop).
With the gear shift it goes through the existing active skills and used/fired is with the horn or handbrake, etc…
Easy.

A nice HOTAS setup would also work.
—Joke cookie off—

Seriously now:
Of course, a reasonably implemented WASD control - especially for all glass canons - would be strongly advantageous [dodging made easy].
However, you don’t really need that in such a game.
And the current gamepad control lets you control a mouse cursor with the right stick, but this is not used ā€œto target the abilitiesā€ and is therefore at least not an unfair advantage. *smile

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That’s a big YES from me!

I love it when top-down-view games give WASD movement a shot, it feels good and if implemented as an option, nobody is dissatisfied!

I’m no programmer, but I’m not seeing why it’d need anything separate in terms of input setups. I think it’d just be 4 extra keybinds in the keyboard/mouse setup.

As for feel in play, Sacred felt good with both keyboard and mouse movement, but it also had much longer distances of straight movement (plus camera rotation to make turning smooth, but that’s a different issue) :man_shrugging:

It would be separate in the interface.
There would be one interface with movement bound to the WASD keys and the mouse click could not move, and the normal interface where movement is always bound to the mouse click.

It’s not a simple rebind.

Are you sure Sacred had WASD movement?

I think he just means Sacred 3.

That wasn’t Sacred. It was like making LE2 a flight sim or an FPS.

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no i remember when torchlight put it in there was clipping everywhere but still very playable

Sacred 2 had it. Well, at least W and S, since A and D rotated the camera, if I’m not mistaken.

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I’m still not seeing why you need a different interface. Left-click to execute your left-click command, or press WASD to give a movement command. If you don’t want to use WASD, you do all of your movement as you do now. That technology’s been around since at least 2008 (if it was only in Sacred 2, even earlier if that was in Sacred 1 but my memories of the two blend together :man_shrugging:)

You’re not understanding me. I damn well know it’s doable, I’m saying we’d need 2 different interfaces for those who want that control scheme and those who want the current one, plus the interface for the controller.

Yeah, I’m not understanding why you’d need a new interface. It could be the same as the current keyboard+mouse interface, just with 4 extra keybind options.

You would also need new and different animations and transitions between those. Because theres no walking backwards and strafing currently.

You either develop a game with mouse movement or WASD movement. But I’ve never seen a game with both.

You can’t balance gameplay equally for both control types. Being able to run away from enemies and still attack them during movement is a big advantage over mouse movement. Mouse movement needs you to consider if you either run or attack. And attacking after running from an enemy is not instant. You need to take the characters turn rate into account. Same if you want to run away after attacking again. These stutter steps is what people know from MOBAs where this exact timing is key to be successful.

I’m not saying one control mode us better than the other in an ARPG. Even MOBAs like Battlerite have WASD movement and it feels great.

But imho those two control types don’t belong in the same game because they are too different.

Video of a game with mouse and WASD movement
No turning, backwards walking, or strafing animations needed. Just treat pressing the key as doing a left-click a short distance away from the character.

Stutter stepping can be done by mouse alone, too

Okay. We’re talking about very different ā€œversionsā€ of WASD movement. I’m talking about twin stick shooter like mechanics.

Like Battlerite:

Or Kill Squat:

I’ve absolutely no experience with the kind of movement you are talking about. I played Sacred 2 but I cannot remember the controls.

:sweat_smile:

Oh, sure, twin-stick movement would be huge overhaul :slightly_smiling_face: If that’s what people were thinking about for WASD as a ā€œsecondary movement systemā€ (as said by @Vision ), then I can understand the objections :sweat_smile:

Movement controls for Sacred 2 were either left-click to move (ala D2 and its successors) or use W/S to move up/down with A/D to rotate the camera (I think maybe Q/E could also be used to move left/right but not 100% sure of that off-hand :grimacing: ). I don’t know exactly how the keyboard inputs were handled under the hood, but it seemed to basically be just like clicking a short distance away for as long as the button was held. No toggles needed between the two modes, and giving an input from one would interrupt the other in basically the same way as doing a left-click far away and then clicking somewhere else while your character was walking.