Quote:
Originally Posted by Revelations
Anything that takes a significant amount of thought and effort plays a part in evolving the game from a simple variant on paper scissors rock. Dumbing the game down by removing the intricate positioning and movement strategies (Bodyblocking/Quarterstepping) is only going to decrease the amount of thinking and awareness required to fulfill your role, basically taking some of the skill out of the game.
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Sure, but this also contributes to making the PvP a niche, unaccessible game. There's plenty of importance to positioning at the tactical level that doesn't require pinpoint click precision. Do you expose yourself to attack/cast a skill and risk putting unnecessary pressure on the backline, or hold your present position? What do you defend the base with, given the opposing threat? Where are the opponent's interrupters, and can/will they disrupt me if I cast? Can I beat that by cancelling?
Further, cannot other forms of skill be substituted? What if tons of builds were viable, such that the minutiae of what skill to use when varied greatly from match to match? What if more maps compelled widely varying distributions of forces? What if threats like the catapult were only available at certain, predictable times? There are lots of ways to replace any specific form of "skill" removed.
Quote:
Originally Posted by Gli
1) People that don't exists in droves (i.e. people agreeing with your sentiment that click-to-move shouldn't be an option) are also less likely to post.
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So, I argue from a known fact (dissatisfied people tend to post) and a theory (the WASD people left the click-to-move regime) to explain the empirical result. You argue from a conjecture (no one wants WASD-only but people want click-to-move) but offer weak support for said conjecture. See next comment.
Quote:
Originally Posted by Gli
2) So, you think they'll be back on account of the sequel not supporting click-to-move? I wouldn't bet money on that. I can offer one simple fact that's not based on speculation: if they have no click-to-move, I'm not buying.
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But that N of 1 doesn't generalize. We have here a small sample of the potential player base here saying that they insist on click-to-move. We also have a large unobserved sample that does not read this board! If you ask the remnants of the player base whether they like click-to-move, of course they like it! The competitive WASD types went elsewhere, because the environment selected against them.
Quote:
Originally Posted by Gli
You do realize that it makes no sense to argue against a desirable feature because a game featuring it also has a bad feature?
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You've missed my argument yet again! You can't infer from D2's sales that the feature is desirable, or that players are used to the control scheme ten years after release. My argument for why the feature is undesirable is that the feature FORCES competitive players to use it by its nature, and that today's competitive players are by and large looking for WASD because that's what they use in other games.
The set of current GW players that also played D2 is smaller than you might think. It's an old game, and the kids today missed it.
Quote:
Originally Posted by Gli
If it does, it should offer controls to deal with it. If it doesn't, adding hyper-precise controls doesn't adversely affect the game anyway.
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Which gets to the questions that another post raises. You can make an argument that GW as it stands requires that level of control. However, it doesn't follow that GW2 should require that level of control.
As I see it, there are three potential problem mechanics here that lead to the need for precise control:
1) flags
2) relics
3) "if target foe is moving" skills
The first two create an emphasis on bodyblocking; the last creates a need to precisely time the beginning and end of your movement.
Quote:
Originally Posted by Gli
I could do without the minute positioning requirements. But then again, I'm not arguing in favor of click-to-move from a competitive angle, I don't want to play a game lacking the convenience.
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Right, but this just leads to the converse of your argument: how many players like you with a lexicographic click-to-move preference really exist? More importantly, what's the ratio of such players relative to the WASD players? You insist that your side is correct without good evidence. This thread isn't necessarily a good representation of prospective player preferences because of the selection effects I've pointed out.