Thanks again for all the feedback!
For all the mountain climbers out there, we adjusted the maximum climbable slope to 68 degrees. A slope of 50 degrees or more will force an avatar into walking animation and speed. These changes should allow avatars to climb most terrain. Keep in mind that these changes also affect mobs, and we really would prefer not to have creatures moving around on those steep hills. Combat interactions on such steep and uneven terrain is not optimal and will behave unpredictably. If necessary, the currently planned settings can be tweaked if necessary.
Seeing the mob highlighted when in the distance does seem helpful, but seeing it flicker every time it is hit up close, especially when it is filling the whole screen... Not a fan. It can get tiring for the eyes really quick even just watching the videos in a day time hunt, and i do not know what effects all that flashing might have on people with photosensitive epilepsy.
There will be an option to disable the highlighting.
I hope every shortcut will be customizable..
Yes, all actions can be mapped however you please, except for the left and right mouse buttons.
I'm curious about the left mouse button. It is used now to shoot your weapon at a mob. By the sounds of it (according to the text in the videos), it will in the future change target?! What's the default mouse button for shooting your weapon at the same mob?
Left mouse button will activate the Use Tool action so there isn’t any change there. What you can do in cursor mode is select and lock on a target with Left mouse button and then press again on that target to use your tool. Tagging with this method is very easy and smooth.
Need some clarification... so if I am in aim mode and right after I kill a mob my aim happens to be lined up with another mob in the distance, will pressing F lock on that mob in the distance even if another mob is right behind me attacking? This would not be good.
The aim has to be precisely on the target in the distance for F to lock on it and attack. If not, F will prioritize the creature attacking you. Beware however that F can only lock onto something it can see so, being in first person mode will not allow F to lock onto a target behind you.
What is with third person and scrollin up to see more space around the Character? I hope the dont take this option out. I can not play in first person mode, because i have motion sickness. I need to scroll out and distance..
You can scroll out, though slightly less than before.
By the way Dragging and clicking health bars is my preferred style of playing. I dont think the new camera system helps me or is something i need. I also dont like go in front of Terminals and open it with F, the old system mit the computer mouse was ok.
Instead of clicking the status bar you will now click on the creature instead. It is still possible to interact with terminals using right mouse button.
I do hope healers will get some attention in the process.
Maybe some settings like:
- heal the most low HP party member;
- heal attacking mob's(or targeted mob's) targeted party member;
Status bars in the team interface are unchanged, so interacting that way will still be possible, and will even see some improvements.
With a healing tool equipped, it is now possible to double-click (left mouse button) a teammate’s status bar to heal. Alternatively you can mouseover a teammate’s avatar or status bar and use the Use Tool action to heal that target.
Seems to me this new system is a kick in the balls to people who prefer to use the mouse for interacting in the game. All these changes seemed geared to forcing more keyboard wasd play and making interaction feel more like a shitty console port game lol
Our goal is for the keyboard and mouse control systems to be more similar and integrated. Gameplay exclusively using the mouse in cursor mode is much more convenient and smooth in the new system, once you get used to it. I use it on my second monitor while working and it’s great!
My most frequent usage of the status bar is getting an overview of creatures within range in case of mixed spawns out of which I want to target something specific. For this purpose I designed my keyboard layout so that I can press next-target and activate-status-bar in quick succession. This captures also the ones outside the current field of vision so that time consuming turning around is not necessary. Will this still be possible somehow after the change?
No it will not. You will have to turn around but I do believe that it will not be an issue now with the new system. Also we don’t want you to be able to target something you cannot see.
To summarise responses so far we have teaming and healing, taming, overall area awareness (including maybe health check on a damaged mob which isn't yours), proximities in space, etc. If you mean 'reevaluate' as being 'at some point in the future', then that is going to be loads of grief right now.
You did put your quote right at the top of your response to us, but can you please revisit the points we have made please? Especially, will ALL status bars be gone, including mothership health sections, for example, or have we misunderstood?
I meant that we will resolve all the known potential issues in the best way we can as soon as possible, including some adjustments before implementation of the new system.
Not all status bars have been removed. Status bars for mothership health sections, vehicles and team members still exist. The main change is that status bars cannot be dragged out for entities that do no explicitly have a status bar.
My concern is the ammo burn in PvP whilst shooting mobs if you don't actually hit the mob. We never auto use as a gunner as its 1 ped per shot, even if your shooting blank space. Will this feature be able to be disabled? Or will there be a way in which no shot is spend unless its directly on a mob
You can still trigger Use Tool manually on a locked target.
When in a car, currently holding the right mouse button and moving the mouse left and right allows for analogue steering using the mouse. Similarly, pressing both buttons and then continuing to hold the right one, makes the avatar run and allows mouse control of direction. Will both these (essentially the same) features continue to work after the "camera update"?
Yes, it will still work that way.
What is wrong with aiming at a mob, shooting it (with left mouse button) till it is dead then looting it (with left mouse button)? Why do I need to use the right mouse button now? (I'm confused as to why this helps/is good)
In aim mode you can use F or Right mouse button. In cursor mode you don’t need to use right mouse button and looting can be done by double clicking left mouse button.
Currently zoom out/in limits in vehicles in 3rd Person are different to those when viewing an avatar in 3rd Person. They are not particularly good at the moment as the limit on zoom in (before switching to 1st Person) is actually quite far from the vehicle (I think this is only on the flying vehicles actually) will this be fixed so we can get in closer to our flying vehicles?
Yes you can get closer.
Either by using the Photo Camera mode to get a really nice close-up, or by using Scope action for a more zoomed in view.
There's a lot of people in this thread who have heavily invested in this or that which want to see their particular corner of the game worked on, but I think fixing these fundamental things that will benefit allplayers is smarter than working on systems that only certain people care about. Not saying those various systems shouldn't get their time in the spotlight, but I definitely think fixing the basics is the right priority. The camera controls, movement, and general interaction has been in bad shape for a long time so IMO this is long overdue.
Indeed, and you highlight much of our design philosophy when approaching the Camera & Control system.
This new system is a foundation that will enable our team to tackle many of the issues and design restraints that currently exist.
Once the camera system is implemented, we look forward to adding many other exciting new features and systems that are currently impractical.
Goodbye "open world play", hello sequence of scripted scenes? Well it does suit CryEngine much better, but how well does it suit this game?
We will still keep and expand the open world gameplay in a vibrant and dynamic virtual environment.
One thing I like to do while crafting is position my avatar in a place where I can access the auction, storage, trade terminal, and the crafting machine. Without ever moving.
Has this already been answered? But, will I still be able to do that? Or am I going to have to move my ass a few feet?
That all depends on how close the terminals are to each other but from what I can see there aren’t any specific limitations that would prevent that right now.
New players issues with game isn't the general UI:
How can I put fuel in car.
Refueling vehicles has been simplified and can even be done from inventory via the context menu.
Will we still be able to drag commands out from the action library and click them?
Yes.
PS - hopefully hit boxes are fixed while using auto use tool
PSS - hopefully attack range is same when shooting 1st person vs auto use tool
Big improvements with the Lock Target feature. The range is the same for first and third person.
Hopefully these answers give some clarity on how the new system works.