My Qualm re: Movement

Arce Profile Options #1

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Tera's movement compared to most pay to play games on the market seems to jerky. I'm aware of the fact that Q and E are not available for movement options but i feel like when you are forced to watch your character from a 3rd person perspective it might be beneficial to smoothen out the movement. The best i can explain it is that it your character seems to snap into place. For example when holding down W you are moving forward and then when you hit your E key while still holding down W you seem to immediatly face that diaganol direction. There is no frame in between this movement so it tends to seem very inorganic.


I'm aware this is only beta but this is my one and only complaint so far and i feel i need to see what other people think. If people start to agree i hope en masse could do something in this regard.


Other than that, can't wait to play CB2,


Arcé
Darklor37 Profile Options #2

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The main issue I had with movement or controls was immediately after casting teleport jaunt. There's a moment of inability to turn and change camera angle. It's annoying.
ImperialPanda Profile Options #3

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Having turning speed is nice and fine when everything is auto-targeted.

But when you have a hit-box why would you want to turn slower?
Lacet Profile Options #4

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Darklor37 on 2012-02-14 06:54:43 UTC
The main issue I had with movement or controls was immediately after casting teleport jaunt. There's a moment of inability to turn and change camera angle. It's annoying.


I'd like for there to be a button toggle which rotates the camera 180 degrees automatically, for this reason but also because its useful in general.
Leiloni Profile Options #5

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Leiloni Lvl.60
Lake of Tears (PVP)
Castanic Priest
Combat seemed fine to me but on the topic of Q and E, you can rebind them if you want. I have skills bound to them but if you want to make them your strafe keys instead of A and D you can do that.
Arce Profile Options #6

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Leiloni on 2012-02-14 06:57:10 UTC
Combat seemed fine to me but on the topic of Q and E, you can rebind them if you want. I have skills bound to them but if you want to make them your strafe keys instead of A and D you can do that.


Usually in games that have Q and E as movement options you can get a wider range of character control. Why? Think of moving forward (W key) as your 0 degree mark and moving right (D key) as your 90 degree mark. When you hold down W and D at the same time it allows for one more range of motion in the turn to occur (a 45 degree strafe) where as adding an E into the equation would add 2 more ranges of motion (which would equal 3 complete ranges of motion before reaching 90 degrees). 22.5 degrees 45 degrees, and 67.5 degrees

This might be to complicated for some but I feel it is a better elaboration.
Roda Profile Options #7

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Roda Lvl.60
Celestial Hills - Roleplay (PVE)
Castanic Sorcerer
Yeah, this has always bothered me, since the first gameplay videos. I really like how Vindictus did their turning and movement. You actually built up momentum, and take just a bit to turn. It actually made moving feel better when I needed to get around the battle field.

It would also be nice if the coat tails reacted to turning. As of now they look great running in a straight line, but when you turn it just stays behind you without bending at all.
ImperialPanda Profile Options #8

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@Arce

Not practically useful. Use mouse to correct your direction of movement if for some reason you really need that degree of accuracy.
Arce Profile Options #9

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ImperialPanda on 2012-02-14 07:12:23 UTC
@Arce

Not practically useful. Use mouse to correct your direction of movement if for some reason you really need that degree of accuracy.


I'm not advocating that they implement a Q and E movement option im just saying they should add more frames of character movement in between the turn to make it more visually appealing.
ImperialPanda Profile Options #10

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Arce on 2012-02-14 07:18:19 UTC
I'm not advocating that they implement a Q and E movement option im just saying they should add more frames of character movement in between the turn to make it more visually appealing.


Stop talking about different things then. xp

So it goes back to my first reply. Since you have a hit-box, it makes no sense to want to turn slower, which is what would happen if you implement turning frames.

It makes for less responsive combat mechanics because you force players to factor in a completely unnecessary delay to movement. It is unnecessary because it would apply to everyone all the time.