no click to move in GW2

Revelations

Krytan Explorer

Join Date: Feb 2009

Not Dead

W/

Quote:
Originally Posted by Martin Alvito View Post
All true from the perspective of a current top player.

However, the developer wants to maximize game sales. Make it easier for players to transport their skills from what they're currently playing to your game, and you are more likely to attract them. Also, you're more likely to have them return from a hiatus if they do not have to relearn the control scheme all over again.

Not every potential top player shares your preferences. The implicit assumption in your argument is that any top player will expend the cost. That's true of any present top player. However, it ignores all the players that had the potential to be top players but were turned off by having to completely relearn the control scheme to do it.
So would not leaving both control systems a viable option make it easier to transport their skills from their previous game?

CTM is slightly superior, but by the time a player makes it to the level where they realize this they have already made up their mind up on whether to continue playing or not. Better to snare potential players by keeping both control systems and hooking them on gameplay, rather than turning a group off at the outset by not including their preferred control scheme.

Rocky Raccoon

Rocky Raccoon

Desert Nomad

Join Date: Jan 2007

Massachusetts, USA

Guardians of the Cosmos

R/Mo

Quote:
Originally Posted by Martin Alvito View Post
by having to completely relearn the control scheme to do it.
Do you really think point and click is hard to learn? What about all the people who have used it since day one, why should they have to adapt to what was uncomfortable for them in the first place. I say include both and let people choose their method.

JASON626

Krytan Explorer

Join Date: Aug 2006

Mo/

i use click to move. GW2 really just needs to have both options honestly

Martin Alvito

Martin Alvito

Older Than God (1)

Join Date: Aug 2006

Clan Dethryche [dth]

Quote:
Originally Posted by Revelations View Post
So would not leaving both control systems a viable option not make it easier to transport their skills from their previous game?
No, because only one control system is viable at present. I see what you're trying to argue...but it only creates the problem of having players that learn the game one way and then have to tear all of that down and learn it another way. If the designer were only trying to sell one installment of the game rather than an expansion-based model, I would definitely agree. Since the model requires the developer to sell players multiple games, I don't see it as sensible. I'd argue for a "PvP is WASD and PvE is both" model, but I think it's obvious how that story ends.

@ Chicken - I see what you did there. But I'm not arguing my own story here. I quit serious PvP early in 2006 when the HA meta went to hell. I played some top 100 GvG after that, but never got into it enough to take it seriously. Catching or protting spikes for 45 minutes straight just wasn't my idea of a good time.

Interpret that as "not having the drive" if you will. I see it as not caring for the format, which is different.

Quote:
Originally Posted by Gli View Post
Diablo II was just an example to show that this 'revolutionary new control method' of yours isn't new and isn't revolutionary.
This statement illustrates why I'm done arguing with you. I said: click-to-move is not a revolutionary new control scheme that is going to sell games. Which means: it is neither new nor revolutionary. In context, this clearly means: click-to-move is not going to sell games in its own right because it's not going to revolutionize gaming. Thus, it's shortsighted to force people to play it, because the majority of your potential audience will currently be playing a WASD game at release.

You are now attempting to argue that I stated the reverse: that click-to-move is new and revolutionary. It is pointless to continue this discussion. You have unambiguously revealed that you are not misunderstanding what I say because I am being unclear.

Ec]-[oMaN

Ec]-[oMaN

Desert Nomad

Join Date: May 2005

Toronto, Ont.

[DT][pT][jT][Grim][Nion]

W/

Quote:
Originally Posted by Martin Alvito View Post
I said: click-to-move is not a revolutionary new control scheme that is going to sell games. Which means: it is neither new nor revolutionary. In context, this clearly means: click-to-move is not going to sell games in its own right because it's not going to revolutionize gaming.
Therefore wasd will sell games......

Only having one option will act as a deterrent, I guarantee you that much. Again going back to combat and the feel/response, if WASD doesn't provide the level of movement people desire, they won't purchase it, at least I won't. With combat playing such an important role within the game don't think people will dust off their shoulders and plug away at something inferior. If combat movement isn't going to be an important aspect or feature in GW2 it won't be my cup of tea anyways. Sure we are making assumptions of how the game might end up, but since we know nothing, we shouldn't dismiss that possibility.

i farm baddies

Lion's Arch Merchant

Join Date: Apr 2009

i wish i could wasd without the lag

Gli

Forge Runner

Join Date: Nov 2005

Quote:
Originally Posted by Martin Alvito View Post
This statement illustrates why I'm done arguing with you. I said: click-to-move is not a revolutionary new control scheme that is going to sell games. Which means: it is neither new nor revolutionary. In context, this clearly means: click-to-move is not going to sell games in its own right because it's not going to revolutionize gaming. Thus, it's shortsighted to force people to play it, because the majority of your potential audience will currently be playing a WASD game at release.

You are now attempting to argue that I stated the reverse: that click-to-move is new and revolutionary. It is pointless to continue this discussion. You have unambiguously revealed that you are not misunderstanding what I say because I am being unclear.
I'm done arguing with you too, because you consistently ignore the essence of my points, endlessly repeating one silly argument: WASD-people can't compete in game that has WASD and click-to-move.

By the way, what you said was:

Quote:
Originally Posted by Martin Alvito View Post
Click-to-move isn't a revolutionary new control scheme that's going to sell games. So why make it harder for your potential customers to pick up your game by implementing unfamiliar controls?
Well, I did misunderstand that. By calling them 'unfamiliar controls' right after the first sentence I thought you meant that you thought they were new and revolutionary controls that aren't going to sell games. My mistake, sorry about that.

The argument is pointless anyway, because my opinion is the only one that matters to me: click-to-move or no sale. Have fun playing a gimped game. I'll find something a bit easier on the old fingers.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

Quote:
Originally Posted by Martin Alvito View Post
Ah, I was waiting for this one to crop up. Again, this "choice" is not a choice if one movement scheme is demonstrably superior to the other. If you want to be skilled, you have to run the superior scheme.

Also, choices over preferences are not always good. This is a typical American misconception. Providing choice has hidden costs that people just don't notice.

Ex: a restaurant with 100 different items on the menu has to charge higher prices. There are distributional consequences: customers that like the most popular items end up subsidizing the other options, but customers that like the less popular items maximize their preferences.

It's in the restaurant's interest to offer choices because group choices are frequently settled by individuals with outlier preferences, but the average consumer doesn't do so well under this regime.
But still, you CHOOSE to go to the restaurant with more choices and pay more, vs. going to a cheaper restaurant with less choices.

Choice is still good, because I'd hate to be forced to eat at a restaurant with ONE dish, ie, WASD movement. (see what I did there?)

I'm beginning to think you enjoy arguing more than you believe in your own arguments. The only "reasonable" argument against click-to-move, is that it may somehow discourage new players from competing in high-end PvP.

But by the time you get to that end-game content, surely you will have mastered both click to move, and WASD, and most of the other skills in the game as well.

I really don't see how in this case having a choice for movement is a detriment. And weren't you arguing earlier about pleasing the masses?

The masses don't play high-end PvP. The masses are going to be camped out in PvE, where there could be limitless levels and gear bonuses, and where movement choices will be less of an issue.

(and just to be clear, that's where I will be as well, hopefully clicking on monsters and hitting my skill bar as quick as i can, then clicking on the ground so I can scroll the camera around and watch my female Sylvari run from the front ).

Martin Alvito

Martin Alvito

Older Than God (1)

Join Date: Aug 2006

Clan Dethryche [dth]

Quote:
Originally Posted by Ec]-[oMaN View Post
Therefore wasd will sell games......
Did I offer that statement as a proof that WASD will sell games?

The proof was earlier in the thread. This should address Mordakai as well. I'll make the argument as explicitly as I can so you can pick at it. Here are the axioms in the proof that have been generally accepted in the thread:

1) Only PvP-ers will care about the controls, because it's a non-issue in PvE.
2) Click-to-move offers some small advantages in managing latency.
3) Small differences matter in high-level play.

And the controversial ones:

4) The majority of the potential PvP player base switches to/from WASD when joining/leaving GW.
5) It's costly to switch from WASD to click-to-move.

From 1) I derive that we can ignore the PvE set of players. The problem isn't pleasing the PvE masses, but rather broadening the game's appeal to competitive players.
From 2) and 3) I derive that anyone that wants to be competitive in PvP ends up having to abandon WASD.
From 4) and 5) I derive that click-to-move is a deterrent to entering GW, but more importantly it deters leaving and then coming back. Returning players are compelled to regrasp both the controls and the flow of play under the click-to-move regime.

Therefore, if GW is serious about this idea of players putting the game down and coming back, WASD is the choice. I agree with those of you arguing that at release the devs are better off including both controls. However, if the devs want to sell multiple installments to people that play, get bored and return, they should use WASD. The devs have been pretty clear that they believe this is how they maximize profit given the business model.

If you want to kill this theory with logic, there are three ways to do it. Disprove one of the assumptions, find a hole in the logic or develop a competing theory of how the controls will impact sales.

Gli's been trying to attack #4, but isn't presenting systematic data. All the serious PvPers that I know that have left went to an FPS or to WoW. Doesn't prove that all serious PvPers leave for FPS or WoW, but I'm willing to bet that others' experiences are similar.

The PvE-ers go to other MMOs as well, but by 1) they don't count. From what I understand WoW is default WASD with some sort of click option, and I don't know an FPS that isn't WASD. So WASD is the choice to attract and retain the FPS crowd. I don't know what's prevalent in the WoW crowd.

Several people have attempted to refute #5, but they're just wrong. That cost may be higher for some players than others, but all those posts show is that the cost is low for an N of 1. I argue that it is no coincidence that those players are posting in the thread!

The competing theory that the game won't sell if the controls are bad is a much stronger line of attack. The problem with it is that we don't know enough about the game to know if the controls will fail if WASD is used rather than click-to-move. We're assuming that what is true in GW will be true in GW2, and there's no data at this point.

The other big problem with this argument is that if WASD is implemented exclusively, people will NEVER observe what it could have been with click-to-move and will have to judge the game solely on the merits of WASD.

Attacking 1) is another alternative, but I just can't see PvE-ers insisting on click-to-move if the gameplay is compelling enough. Could be wrong, but I'm not aware of examples of great RPGs or MMOs that failed to sell simply because the controls were only acceptable or good, rather than excellent. If someone wants to provide a counterargument, I'm willing to listen.

Gli

Forge Runner

Join Date: Nov 2005

Quote:
Originally Posted by Martin Alvito View Post
1) Only PvP-ers will care about the controls, because it's a non-issue in PvE.
2) Click-to-move offers some small advantages in managing latency.
3) Small differences matter in high-level play.

And the controversial ones:

4) The majority of the potential PvP player base switches to/from WASD when joining/leaving GW.
5) It's costly to switch from WASD to click-to-move.

From 1) I derive that we can ignore the PvE set of players. The problem isn't pleasing the PvE masses, but rather broadening the game's appeal to competitive players.
From 2) and 3) I derive that anyone that wants to be competitive in PvP ends up having to abandon WASD.
From 4) and 5) I derive that click-to-move is a deterrent to entering GW, but more importantly it deters leaving and then coming back. Returning players are compelled to regrasp both the controls and the flow of play under the click-to-move regime.

Therefore, if GW is serious about this idea of players putting the game down and coming back, WASD is the choice. I agree with those of you arguing that at release the devs are better off including both controls. However, if the devs want to sell multiple installments to people that play, get bored and return, they should use WASD. The devs have been pretty clear that they believe this is how they maximize profit given the business model.

If you want to kill this theory with logic, there are three ways to do it. Disprove one of the assumptions, find a hole in the logic or develop a competing theory of how the controls will impact sales.

Gli's been trying to attack #4, but isn't presenting systematic data. All the serious PvPers that I know that have left went to an FPS or to WoW. Doesn't prove that all serious PvPers leave for FPS or WoW, but I'm willing to bet that others' experiences are similar.

The PvE-ers go to other MMOs as well, but by 1) they don't count. From what I understand WoW is default WASD with some sort of click option, and I don't know an FPS that isn't WASD. So WASD is the choice to attract and retain the FPS crowd. I don't know what's prevalent in the WoW crowd.

Several people have attempted to refute #5, but they're just wrong. That cost may be higher for some players than others, but all those posts show is that the cost is low for an N of 1. I argue that it is no coincidence that those players are posting in the thread!

The competing theory that the game won't sell if the controls are bad is a much stronger line of attack. The problem with it is that we don't know enough about the game to know if the controls will fail if WASD is used rather than click-to-move. We're assuming that what is true in GW will be true in GW2, and there's no data at this point.

The other big problem with this argument is that if WASD is implemented exclusively, people will NEVER observe what it could have been with click-to-move and will have to judge the game solely on the merits of WASD.

Attacking 1) is another alternative, but I just can't see PvE-ers insisting on click-to-move if the gameplay is compelling enough. Could be wrong, but I'm not aware of examples of great RPGs or MMOs that failed to sell simply because the controls were only acceptable or good, rather than excellent. If someone wants to provide a counterargument, I'm willing to listen.
You do realize that your evidence that 5) presents a prohibitive cost is just as anecdotal and unfounded in actual statistics as anyone's rebuttal of 1) by pointing at themselves, right? You can't draw any conclusions from people not posting. When N=1 there's more evidence than when N=0. I'll argue that if a game is awesome enough, a matter as simple as learning to click left of your avatar to move left, and right of your avatar to move right, is a very trivial price to pay. The mechanic shouldn't faze anyone but the spastic and the slow-witted.

In fact, I've never ever heard of anyone dismissing the game because other people use click-to-move while they're stuck in a rut using WASD. Your evidence is in fact looking more hypothetical than anecdotal.

ChocoboLIVE

Ascalonian Squire

Join Date: May 2009

Siege Turtle Repossesions Inc

W/A

Haha, I hope there is no lag like this...

http://img193.imageshack.us/img193/3720/gw014.jpg

Happen 30 % times when using button such as W...

nkuvu

nkuvu

Lion's Arch Merchant

Join Date: Dec 2005

Last week I fractured my elbow, so I've been playing with only my left hand. I normally used the mouse for movement -- click and hold left mouse button to run, use right mouse button to steer. Typically my left hand is used for target selection and skill activation.

With only one hand (and the hand that is not very proficient at mouse use), I've been using WASD. I've come to the conclusion that WASD is not my preferred method of movement. Turning is slower, and movement in general just feels clunkier -- especially when I'm used to clicking on an NPC's name and going there automatically.

It doesn't help that I can't change camera angles easily, so I frequently have to stop moving so that I can move the camera down or up a bit. But that's not something that I expect would be a problem for most people.

I can't think of any reason to remove click-to-move, except to possibly annoy the playerbase. I have a strong preference to use the mouse to move, and others have a strong preference to use the keyboard. What's wrong with giving the players a choice? I can't imagine that this is particularly hard to code, especially since they've coded it up before.

Nay of the Ether

Nay of the Ether

Academy Page

Join Date: Jun 2009

[EDS] Elite Death Society

N/R

Quote:
Originally Posted by Ec]-[oMaN View Post
Too many games feature click to move, I just can't picture it being any good without it.
One of the things that really annoyed me in the dungeon seige games (though I love them) was the click to move was really the only way to get around. I found ways around it by modifying the controls and some of the .ini and .dat files but its awkward at best any other way. The interface simply isn't designed for it. In this game I think its outdated gaming and is no longer needed. On occasion I have found it useful to get around one of those improperly placed invisible walls but that's about it. In GW2 there will be a whole other dimension to move in, thereby eliminating the need for click to move interface to overcome obstacles (hopefully)

Justafyme

Academy Page

Join Date: Aug 2005

Uh-oh.

No click to move in GW2? Dang, I only use the mouse LOL...I can't for the life of me get used to the WASD or w/e you guys say it is haha..

GW was the first computer game I played...and the only one I continue to play because I can use my mouse. My husband has been trying to reform/educate me for years...but, to no avail.

Yes, I'm a noob I know that. You may all now laugh at my utter noob-a-tude!

BLOODGOAT

BLOODGOAT

Wilds Pathfinder

Join Date: Jun 2007

long a

Mo/

The only way to move:
R and right-click to maneuver your camera. Click to move is ridiculous.
Except in D2.

Fitz Rinley

Fitz Rinley

Wilds Pathfinder

Join Date: Oct 2005

The Rusty Rose

W/Mo

Quote:
Originally Posted by Antares Ascending View Post
.

Just wondering what folks think of the mouse 'click to move' is something people like and prefer to..? wasd?

The control system is going to be significantly changed (in particular mouse movement in the form "click to move" will be removed from the game

Taken form this link http://wiki.guildwars.com/wiki/Guild_Wars_2
Well that is one way to eliminate a lot of PvE players.

GW2 keeps moving more and more toward something I will not buy and I will Never recommend anyone else buy.

Maybe they can get their PvP only game yet.

Chicken Ftw

Chicken Ftw

Wilds Pathfinder

Join Date: May 2006

Whuuuuuh? How're you figuring WASD only equates to PvP only game, when click to move is generally superior to WASD for PvP and won't be included? Meanwhile, PvE players generally tend to care less, as long as there's an autorun skill and an easy way to change camera angles.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Fitz Rinley View Post
Well that is one way to eliminate a lot of PvE players.

GW2 keeps moving more and more toward something I will not buy and I will Never recommend anyone else buy.

Maybe they can get their PvP only game yet.
What are you even talking about? Click to move for less rubberbanding and more precise control for kiting/chiizustuff is massively useful in PvP. It hits both communities.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

First of all, they announced no click to move like 8 months ago. (of all the few details we had about GW2, this was like the first gameplay feature we were told about).
So, I find it funny people keep whining for "OMG where is GW2 news" when they aren't even up to date on the very limited info we already have, judging by the shocked reactions in this thread.
/endsiderant

Look, to say a game "needs" click to move to be successful is utter garbage. Many games do not have click to move (WAR) or don't have it on as a default setting (WoW). Just because you are used to the current system doesn't mean you can't get used to a new one. Some of the complaints about the removal of click to move (faster ability to kite and change dirrection, ability to "dance" while melee attacking in PvP, etc) might not even be valid points depending on the way the combat system works in GW2.

I know playing your favorite game for a while you can get quite used to a specific control pattern. I noticed when I started playing GTA3 on my PC I would start hitting the ctrl and alt keys while walking instinctively to find NPCs like I was playing GW. After about a week of playing, I stopped doing that. When I went back to GW I started holding down the spacebar like I was sprinting in GTA3.

The point is, you'll get used to the controls after you play it. GW2 WILL BE DIFFERENT from GW1. It has to be. I'm sure the controls won't be exactly the same. I'm sure the interface and style will be different. Don't look into it too much. This is really not that big of a deal. People on guru were complaining about how the positioning of the alt/ctrl keys causes their hands to contort in an odd way while playing GW. Clearly, GW's control system isn't perfect. I don't want to hand tie A.net from improving it by demanding GW2 have similar control features to GW1. They may after all be able to come up with something BETTER then the existing system.

Burst Cancel

Burst Cancel

Desert Nomad

Join Date: Dec 2006

Domain of Broken Game Mechanics

Quote:
Originally Posted by Martin Alvito View Post
1) Only PvP-ers will care about the controls, because it's a non-issue in PvE.
2) Click-to-move offers some small advantages in managing latency.
3) Small differences matter in high-level play.
4) The majority of the potential PvP player base switches to/from WASD when joining/leaving GW.
5) It's costly to switch from WASD to click-to-move.
I'll bite.

#4 is a purely factual inquiry, and therefore cannot be discussed with any credibility without hard data. That said, you appear to be ignoring games like Diablo 2, which are purely click-to-move games.

#5 I do not find to be a compelling argument. First, there are costs involved in changing control schemes between any two games; and in point of fact, the fast and accurate mousing skills developed in FPS games actually makes click-to-move more attractive as a movement scheme in 3rd-person games for some players I've spoken to. Second, the costs for high-level play in particular can be quite high even within the same game. When you consider how many competitive players have remapped their entire control schemes and changed their UIs for (arguably minor) advantages, and when you couple that with the fact that high-level execution relies on muscle memory (thus making any change in control scheme disorienting), the added cost of learning click-to-move becomes trivial.

Furthermore, the addition of execution costs is not inherently undesirable. More often than not, games incur these costs in order to provide players with better options. Consider weapon swapping - there is a not insignificant cost involved in learning how to do this quickly and consistently under pressure. Yet I would not argue that weapon swapping be removed, simply because it requires execution practice to learn. Similarly, click-to-move is a superior option to WASD, and has associated learning costs; it does not follow that click-to-move should therefore be removed.

Linkusmax

Krytan Explorer

Join Date: Sep 2005

Quote:
Originally Posted by Martin Alvito View Post
No, I'm saying that they should use an inferior control system because it sells games. You want to market a competitive game to people, you use the controls they're used to. Small improvements in latency aren't enough of a reason to abandon the standard. You use WASD, everyone is negatively impacted equally.

ANet's not trying to build the perfect game. They're trying to sell as many games as possible. Best recipe? Find a dimension you can differentiate on. Valve did it with AI and storyline. GW did it by creating a deep skill set and limiting the skills you could bring to the party, creating multi-layered strategy.

Click-to-move isn't a revolutionary new control scheme that's going to sell games. So why make it harder for your potential customers to pick up your game by implementing unfamiliar controls?
Actually small differences in latency can become incredibly important, Especially for players like me in places like Australia. With such a high base level of latency due to distance from the servers the removal of CTM would effectively remove my ability to play competitively in a game where positioning is important at all (This is one of the things which I think made PvP around the time of prophecies and Factions so great and the time of Blockway and sitting around on the flagstand so poor). So no, not everyone is impacted equally.

As for your position on the inclusion of both CTM and WASD making the game harder to pick up I am going to have to disagree, the initial introduction to the game gives players both options, that's the important part for any player getting drawn into the game. Learning to use CTM is generally a rather natural process as they move up the ability level scale. At least when the game was new. I have taken large breaks from the game and had no trouble picking CTM back up because it is present in plenty of other games (I would include FPS games in this as well because the bit which uses the mouse [i.e. aiming] is actually more analogous to movement in GW than the movement in the game is.)

Why make it harder for you customers by forcing them to use one or the other at all when both could be available?

1337 H4X

1337 H4X

Academy Page

Join Date: Apr 2009

SNOW

I just use autorun (R) so no real problems here

Fitz Rinley

Fitz Rinley

Wilds Pathfinder

Join Date: Oct 2005

The Rusty Rose

W/Mo

Quote:
Originally Posted by Martin Alvito View Post
1) Only PvP-ers will care about the controls, because it's a non-issue in PvE.
It may be a non-issue to PvE players who are primarily PvP oriented and used to certain other games. However, I know several handicapped players for whom WASD means they will be excluded from play.

Further, the poor alignment of tiles/objects in the game(s) often means that you will get caught or stuck on or in an object. I have had to bleed out and be rebirthed out of the stairs leading to the first two bosses in Abaddon's Mouth for this reason. With Click to move, and especially before body blocking was implemented in an ill-conceived and poorly planned way, one could click to move to get out of these spaces instead of having to log out and back in - losing all effort to that point. Does this happen daily? No, but it does happen.

Also, I will not play a game based in WASD nor would I ever consider bringing such a game up for anyone to play who asked me about it. All PvE games I have played over the last 30 to 35 years have been click to move without exception.

Quote:
Click-to-move offers some small advantages in managing latency.
Small advantages matter, especially in a competitive listing. That is why serious competitors want the best internet connections and highest end gaming computers. When I first started GW the only available connections here were dial-up, meaning: by the time I could load in my party was completely wiped and the enemy team waiting at my position to kill me in the LZ. Now I am on highspeed DSL, I still have found no reason to PvP as a way of life. However, I have been there enough to know that any and every advantage is desirable when working in a hostile environment. (This does not only apply to gaming.)

Quote:
3) Small differences matter in high-level play.
They also matter in casual play. What may seem small or insignificant to someone who has no other interest is important to people who want to sit down and enjoy being successful at a romp through the bloodshed and then go back to cleaning the toilet and double bagging the diapers. Smooth play is smooth play and those who are not particularly interested in hourly runs at the Hall of Heroes are just as interested in less rubber-banding, less glitching, less sticking, and a time spent being successfully entertained achieving their escapist goals to counter a bad day. The last thing you want after getting chewed out by the boss, coming home to fight with your spouse, and your kid refusing to be poddy trained - is to have a computer game you do for entertainment screw with you in those subtle little differences that Do matter.

Quote:
4) The majority of the potential PvP player base switches to/from WASD when joining/leaving GW.
Collecting in groups to shout-chat the lack of heterosexual parentage and amass heaping pejorative references upon one another hardly requires WASD. For 4 years that has appeared to be the principle purpose of PvP play, and the programming for click to move will not hamper this in the slightest.

Quote:
5) It's costly to switch from WASD to click-to-move.
The only difference in cost would be if there was no previously existing code to transfer or update. While they may be working on a different engine, the basics of avatar movement will still include X+1/Y+1 if N. The location of input devices is only a matter of defining N. The cost at this point is only the man hours in making sure that the converted or applied code is not now messed up by some added code. Since most codes dealing with something as simple as moving a cursor/avatar exist as sub-routines in library/resources for the Dev's to slap into place. A bottom line for production argument lacks merit concerning how they will move.

Further, GW2 is supposed to have more 3D oriented movement. Currently GW only moves in what is relatively 2D with arcs being used to grant the illusion of going up a curved road, etc. The physical article I have references expectable options to swim and to jump/climb. This changes the dynamic from an "X+1/Y+1 if N" to "X+1/Y+1/Z+1 if N" Using WASD there is no coverage for the Zenith and the Nadir, only the basic four directions. If they effect that changes discussed in what I have in print then there will need to be a 6-way motion system. The Qwerty Keyboard is poorly designed to manage this, while click to move is efficient at granting the computer 2 points between which to plot a course of action in 3D. WASD the computer plots without consideration of an endpoint (plots a ray rather than a line) and would therefore need 18 key locations (6 for QWEASD, 6 for QWEASD+up, and 6 for QWEASD+down). This is not available, while click to move handles it by having the computer plot a line or curve.

refer

refer

Jungle Guide

Join Date: Jan 2009

US

Maybe they intended for everybody to not click to move but now since everybody does away it goes.

BLOODGOAT

BLOODGOAT

Wilds Pathfinder

Join Date: Jun 2007

long a

Mo/

Everybody just needs to develop uber-micro.

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

I kinda don't like this, since I use both. Click and keyboard.

HuntMaster Avatar

HuntMaster Avatar

Wilds Pathfinder

Join Date: Feb 2007

Around

Pillar's of Earth [ROCK]

W/

Um, no click to move is a huge mistake. I don't even use the keyboard for combat! I only use the mouse. I can move, activate skills and switch weapons, all with the mouse. If GW2 doesn't give me the option to use the mouse, then there is a very good chance I will skip it.

I hate using a keyboard for gaming. I'm a console gamer at heart, gimme a controller and I will succeed, If I can't have a controller, gimme a mouse. But forcing me to use the keyboard to move is weak!

I hated unreal tournament because of that very same reason. Even though I could hold the roll wheel to move forward it still sucked!

Come to think of it, I don't think I play a single pc game that doesn't let me move with the mouse! I use auto run sometimes, but as I said, I do not like using a keyboard to play. Mostly because my computer desk is janko and I have to lean forward to use my keyboard and mouse at the same time.

Gw2 better give me the option to move with the mouse. If it doesn't then its going in the wrong direction.

Friggin lame.

StormX

StormX

Krytan Explorer

Join Date: Nov 2005

E/Mo

I use both systems at the same time. One hand on the keyboard, one hand on the mouse. I don't see what the problem is. If it ain't broken why fix it?

I didn't understand Martin's argument either...too convoluted. But anyway, I'm much too used to using a mouse for movement. A remnant from my D2 days probably. Sometimes I'll use wasd if I need to strafe in pvp but that's about it. I hate it when I can't just click on a point on the ground to get to it, like in the rollerbeetle arena where there's only wasd and you have to keep holding down W in order to move.

HuntMaster Avatar

HuntMaster Avatar

Wilds Pathfinder

Join Date: Feb 2007

Around

Pillar's of Earth [ROCK]

W/

Quote:
Originally Posted by StormX View Post
I use both systems at the same time. One hand on the keyboard, one hand on the mouse. I don't see what the problem is. If it ain't broken why fix it?

I didn't understand Martin's argument either...too convoluted. But anyway, I'm much too used to using a mouse for movement. A remnant from my D2 days probably. Sometimes I'll use wasd if I need to strafe in pvp but that's about it. I hate it when I can't just click on a point on the ground to get to it, like in the rollerbeetle arena where there's only wasd and you have to keep holding down W in order to move.
Did you hear the news? Anets desiging a Television set that has no remote, if you want to change the channel or adjust the volume, you have to get up and do it manually. No but seriously, thats what they seem to be doing with the movement in gw2.

-And I repeat! Friggin lame.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Since when was it announced that GW2 wouldn't have a click-to-move system?

HuntMaster Avatar

HuntMaster Avatar

Wilds Pathfinder

Join Date: Feb 2007

Around

Pillar's of Earth [ROCK]

W/

Quote:
Originally Posted by Savio View Post
Since when was it announced that GW2 wouldn't have a click-to-move system?
I pray it hasn't and this is all just a successful attempt at attention whoring. I really do. I thought it had due to the massive amounts of people saying it has. Now I feel like a people, and people are stupid.

/facepalm.

Aljasha

Aljasha

Krytan Explorer

Join Date: May 2009

Quote:
Controls

The control system is going to be significantly changed (in particular mouse movement in the form "click to move" will be removed from the game), however target locking will still function. Guild Wars 2 will introduce a Z-axis to the game which will allow characters to jump over obstacles. Actions which have characters interacting with the environment, such as sliding and swimming will also be introduced.
from the official wiki

of course, they could have made up their mind by then.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Aljasha View Post
from the official wiki

of course, they could have made up their mind by then.
And where does the information in the wiki come from?

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Savio View Post
And where does the information in the wiki come from?
It was from the original PC Gamer article. Here is the post by Inde about it.

Quote:
Originally Posted by Inde from that thread
'Click to move' will be abandoned in favor of a more freedom-rich control scheme, including 'jumping, swimming, and sliding'

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

I use a combo of wasd keys and mouse, though the mouse is more for non-combat play (i.e., in town clicking NPCs). Only real mouse use, aside from interface, is clicking the skills 5-8 because I'm too lazy to stretch my fingers half the time. :P

As such, I don't mind this change, and have nothing more to say on it.

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

For the past 4 years I've been a study user of both WASD and point & click movement. While I've been more attuned to the kb lately, there's just a couple of things that it doesn't quite do so well and latency is the biggest problem.

As I believe having a mouse input for movement is direct, as this avoids the timing issue and is quite essential in combat that involves avoidable projectiles. With WASD, you lose that advantage as if your keystrokes are behind by whatever your current ping is telling you. Without mouse being key to movement, you have none of this and are subject to what your opponent is hitting you with regardless of your connection.

Brawn Over Brains

Krytan Explorer

Join Date: Mar 2008

England

X Devils Rejects X

W/Mo

Hmm..
Stupid idea being presented over free-to-edit 'facts.'

I'd like some evidence supporting this clearly retarded decision.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

If you just read 3 posts up Brawn over Brains, you'll see that this was in the official PC Gamer article months ago.

As I already said, I find it hilarious people moan about not having any GW2 info, when they aren't even aware of the few verified things that have been mentioned.

Brett Kuntz

Brett Kuntz

Core Guru

Join Date: Feb 2005

WASD only makes sense if you're playing a shooter (camera locked to mouse). In any RPG WASD is a joke for movement. Developers think if they force WASD movement in their RPG game it will magically make the game have more of an action feel to it. Every pro GW player C2M'd for a reason, and that reason wasn't just because of rubber banding. C2M is instant, you instantly change directions, there is no turning, no movement penalty like with WASD, you instantly move. With 5+ clicks per second you have a superior advantage over a WASD user. And WASD has movement penalties for moving backwards. You have two hands and you should be balancing the work load between them. Your left hand shouldn't be doing all the work. With WASD the only job your right hand has is moving the camera...

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

And as I already pointed out Kuntz, its stupid to assume GW2 will be the same as GW1.
Even if they did have click to move, they could easily add a "maximum turning speed" that's the same as the speed characters turn using WASD so that characters behave more like a boat or car, essentially eliminating the advantage provided by C2M.
In a game that will have jumping, swimming, mounts and maybe even other stuff (crouching, rolling) C2M will be worse.