Feedback:User/Fade8388/Camera Movement Option

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Hi there Anet devs,

First of all, I know you guys are VERY busy with the whole optimization and game preparation work, so I'll try to be brief here.

Recently, I've posted a new proposal of camera option on the forum, and I think this would benefit people having trouble with the current camera movement functionality especially in PVP.

First of all, let me clarify that this idea is not so that it can replace the current camera movement functionality, which I've seen on forums as well that - several people said it's fine the way camera movement works right now. The reason I came up with this idea is that I've seen many others say they have trouble turning the camera 180 degrees when someone runs behind them in the game - since it takes quite some skill to know how much someone himself/herself has to [hold down right click & drag] in order to get the perfect angle at 180. And usually it takes many attempts of [hold down right click & drag & release right click] process for casual players to get their angles right.

Break down of the issue of Camera Movement for Casual Players[edit]

http://www.youtube.com/watch?v=ygFJ1n7f1eo

Or really, take any GW2 PVP video.

If you look closely at how players turn, you know that they just turn in approximate of having the other player on their screen. There's nothing wrong with that for some players who can get use to it, but for others the following is what tends to happen.

Imagine a 4 by 4 mouse pad. Let's say initially, a player needs to turn his camera 90 degrees to face someone, so he applies pressure holding down right click and move it across the mouse pad. Ok, now from where the player is on the mouse pad now (ie. at the edge):

1) If he needs to turn 110 degree the same way, he runs out of room usually on his mouse pad. This happens a lot on other games as well, except it's easier to recenter a mouse on a pad when typically the camera and mouse are automatically synced or basically the player don't have to apply down pressure on your right click (ie. casual players tend to hold down right click heavier than they should, and they find themselves hard time reversing the pressure and bring the mouse back to the center of the mouse pad).

2) If he needs to turn 30 degree the opposite way, it's extremely tough, because the mouse action is a " throw a discus" type of deal for casual players - pressure down on right click and estimate how much displacement the player needs to just move the camera a tiny bit. Except, this is made tougher with holding down pressure on right click & the whole lag response issue going on with the servers.

Ultimately, a player loses his mouse position on a pad, and as well his camera angle control in a game. It's a skill that one needs to develop in order to get use to it, but IMO this isn't what "GW2 skill" can offer at its best. The whole combat system in this game is based on knowing how to position and using your skills properly, and the skill in camera movement... IMO that's not a skill that potraits what the game's combat is designed around.

The Point of this Post: An Additional New Camera Movement Option[edit]

The idea is that a player's mouse can always be in sync with his/her camera and when the player has to cast a spell - he/she must "tap the skill" first. Once the player taps the skill on the keyboard, a cursor shows up and the screen no longer shifts. At this state, the player may proceed to select the target. If the target moves out of the player's screen during this period, by "right clicking" it restores the camera and mouse sync and the player can then simply just make another attempt to readjust the camera (easily by only being focus on moving the mouse, not multitasking other controls... just control the mouse and it's fine).

Simplified Explanation:

1. Mouse and camera always sync (without having to hold down right click).

2. When selecting a skill (ie. pressing 1 on my keyboard to active Skill #1), a cursor will pop up on the screen -> at this state, the mouse is no longer in-sync with the camera. A player can then quickly select its target (the target stays on the person until that person runs out of the screen).

The point here is that it should be much easier to keep a player on the screen and even keep the opponent focused dead center on the screen. This will also make it easier to aim skills which have no crosshairs directing them.


3. If the player needs to refocus the camera, simply by "right clicking" would return the camera to its original "synced" state with the mouse. A player may then try to refocus the camera at his/her opponent again.

4. If the player wishes to use the old setting (ie. during a fight, the player realizes that this new setting is difficult to fight, and he wants to go back to the old setting which is "holding down right click to turn the camera") because he find that the new settings (1-3) does not work for themselves maneuvering wise, the player simply has to then tap on a specific key on the keyboard to switch the settings back to the old settings on the fly.


I'll leave it like this for you guys to digest my idea-proposal.


Once again, I wish you guys the best of luck on preparing this game for launch.


Sincerely,

FluffyDoe.7539

Last Updated: [8:15 AM - 11 August, 2012]