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.
I donāt 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 donāt think this is an easy request.
Totally talking out of my ass here, but since the game has controller support, donāt think it would be that difficult.
Iām also biased because Iām 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.
Thatās 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 Iām the one in the wrong here and itās an easy thing to add for them, Iām just assuming how things are working.
āJoke cookie onā
Would suggest a steering wheel.
To change your own avatarās 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, etcā¦
Easy.
A nice HOTAS setup would also work.
āJoke cookie offā
Seriously now:
Of course, a reasonably implemented WASD control - especially for all glass canons - would be strongly advantageous [dodging made easy].
However, you donāt 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 āto target the abilitiesā and is therefore at least not an unfair advantage. *smile
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Thatās 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!
Iām no programmer, but Iām not seeing why itād need anything separate in terms of input setups. I think itād 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 thatās a different issue)
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.
Itās not a simple rebind.
Are you sure Sacred had WASD movement?
I think he just means Sacred 3.
That wasnāt Sacred. It was like making LE2 a flight sim or an FPS.
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 Iām not mistaken.
Iām 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 donāt want to use WASD, you do all of your movement as you do now. That technologyās 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 )
Youāre not understanding me. I damn well know itās doable, Iām saying weād 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, Iām not understanding why youād 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 Iāve never seen a game with both.
You canāt 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.
Iām 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 donāt 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.
Okay. Weāre talking about very different āversionsā of WASD movement. Iām talking about twin stick shooter like mechanics.
Like Battlerite:
Or Kill Squat:
Iāve absolutely no experience with the kind of movement you are talking about. I played Sacred 2 but I cannot remember the controls.
Oh, sure, twin-stick movement would be huge overhaul If thatās what people were thinking about for WASD as a āsecondary movement systemā (as said by @Vision ), then I can understand the objections
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 ). I donāt 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.