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Old Jun 12, 2009, 12:57 AM // 00:57   #41
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I personally found click to move a pain because I CONSTANTLY had to click, and click, and click to get anywhere. I guess it comes down to personal preference but my set up goes as follows: left hand is used to hit keys 1-8 and my right hand moves the character around. As for rubberbanding while using the keyboard keys, have you thought about checking your internet because I have had almost no problem with banding anywhere except in the defend the base competitive mission in factions. (sorry my brain has decided to die and i can't think of the name of it at the moment)
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Old Jun 12, 2009, 01:30 AM // 01:30   #42
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I'm in the "use both" camp. Choice is good.
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Old Jun 12, 2009, 01:47 AM // 01:47   #43
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Originally Posted by Black Metal View Post
I'd really like the option to do both. It seems obvious to me that the more options, the better, to suit people's preferences either way. Personally I like the run key and mouse, because holding down the forward key during 75% of gameplay is a fast track to carpal tunnel.

AGREED!!!!! I use both but the click is much easier/relaxing/easier for many people. I have a problem with my left hand and having to totaly depend on it isn't gonna work well. I don't see what 'advantage' is to be gained by limiting movement options.

new game....wasd...oops, hit 8,back to s, hit 3. NOT efficient at all
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Old Jun 12, 2009, 02:03 AM // 02:03   #44
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Prefer having both, would rather click to move. Keyboard movement doesn't feel the same outside of a first person game.
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Old Jun 12, 2009, 02:09 AM // 02:09   #45
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Now I won't be able to chiizu-step
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Old Jun 12, 2009, 02:15 AM // 02:15   #46
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that's retarded, Click to move gives you so much more control. (I usually end up using them interchangeably during a match)
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Old Jun 12, 2009, 02:28 AM // 02:28   #47
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I never used click to move, only for going to a merchant or whatnot. Always used the arrow keys and double-tap forward to auto-run.
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Old Jun 12, 2009, 02:57 AM // 02:57   #48
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Originally Posted by Black Metal View Post
Anyways, it's obvious that half the people prefer mouse clicking, the other half prefer keys. So why force the issue one way or the other? How about making people happy and allowing the freedom to choose? Seriously....isn't this obviously the correct decision?
No.

Retraining your reactions from one set of input controls to another (if you want to play at a high level) takes days. If the industry standard is a), and ANet insists on including b) because it provides greater control...

...it forces everyone that wants to play at a high level to use b).

Permitting people to choose doesn't permit a choice. Not in PvP, anyway. The "superior" (ie: less laggy) input mechanism confers an advantage and you HAVE to use it.

This needlessly imposes a cost on players that want to come back to the game. From the developer's perspective, this is a bad thing. ANet maximizes profits if you play intermittently. Their business model means that they don't want constant play, because servers are costly to build and maintain. However, they want you to play periodically to keep you interested in the next game.
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Old Jun 12, 2009, 03:41 AM // 03:41   #49
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I personally don't understand WHY they have to remove click-to-move. I'm no expert at games by any means, but Perfect World has jumping AND flying AND click-to-move. It might just have that with no Z-axis somehow, but if Perfect World can do this, why can't Anet?

It seems to me click-to-move is more accurate, efficient, and comfortable to use, and if it CAN be implemented in GW2 like in Perfect World, I don't see why it shouldnt.
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Old Jun 12, 2009, 03:44 AM // 03:44   #50
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moving system is fine as it is now
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Last edited by superraptors; Apr 05, 2011 at 09:22 PM // 21:22..
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Old Jun 12, 2009, 04:09 AM // 04:09   #51
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as a MOUSE ...person, I rarely use my keyboard (and yes I never pvp either)...so no mouse no me plain and simple (not that I had planned on getting gw2 anyways--now I have another reason).
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Old Jun 12, 2009, 04:18 AM // 04:18   #52
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Click to move should remain a viable option. It's incredibly useful here in GW1, allowing fast and precise moves, a quick click makes your character turn and run to target position at full speed which beats all the alternatives. Current ability for keyboard movement, mouse turning and clicks to move add a lot of depth and a skilled player can use them all for his advantage.
Even if the game's movememnt system will be much more advanced, I'd really hate to see this option gone.
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Old Jun 12, 2009, 05:27 AM // 05:27   #53
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I'm half and half on this one. I like the click to move when you click on an NPC or enemy and it moves you to it. But it gets annoying when I'm trying to click something in inventory or a merchant window and a lag causes the window to close and I run away from it. Sure it's easy to fix, but it gets annoying.

So I won't miss the click to move unless they also remove it for moving to NPC's and enemies; I hate WoW where you have to be like 5 inches away from the NPC to even talk to them. With Guild Wars, you can be across the map and then click the person and run right to them.

In this game, I never use the WASD function; I always use the arrow keys. I use the mouse to click the skills, tab to scroll between enemies, and space to attack the enemies. I've only used WASD in WoW because of the spacebar jump feature; I'll probably use that in Guild Wars 2, but for now I'm just more comfortable using the arrow keys.
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Old Jun 12, 2009, 06:21 AM // 06:21   #54
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I see no really compelling reason why the current system is not okay.

One of the first thing I do in games that require a key pressed to move is to set up one of the thumb buttons for "autorun".


Maybe they can reveal us some information WHY they did this, and what advantages it will bring. This does not sound too super secret to be revealed.

I cannot help, ANet once claimed to go ahead and be innovative, but then they basically say they copy the interface that the entire EQ heritage MMORPG line used. And I just wonder why.

Click to move and fingers on skill hotkeys instead of WSAD just felt absolutely right for GW, it was not broken, it was even great.
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Old Jun 12, 2009, 06:25 AM // 06:25   #55
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Quote:
Originally Posted by Martin Alvito View Post
No.

Retraining your reactions from one set of input controls to another (if you want to play at a high level) takes days. If the industry standard is a), and ANet insists on including b) because it provides greater control...
Seriously, if relearning to just MOVE is that much of problem, what about rest off freaking game. You do realize that game is also different things other than just moving, right.

In your tone, anet should scrap everything and license wow skillset, classes and game mechanics. And they'd better implement hemmoraging stacking right.

And pray tell, what exactly is industry standard for competitive mmo.
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Old Jun 12, 2009, 06:37 AM // 06:37   #56
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Quote:
Originally Posted by Martin Alvito View Post
Permitting people to choose doesn't permit a choice. Not in PvP, anyway. The "superior" (ie: less laggy) input mechanism confers an advantage and you HAVE to use it.

This needlessly imposes a cost on players that want to come back to the game. From the developer's perspective, this is a bad thing. ANet maximizes profits if you play intermittently. Their business model means that they don't want constant play, because servers are costly to build and maintain. However, they want you to play periodically to keep you interested in the next game.
There are different kinds of players. Serious competitive players are and will always be a minority to begin with. The obsessive type that would have a problem with multiple ways to control the game are probably a tiny subset of that, hardly a group to base design decisions on.

Last edited by Gli; Jun 12, 2009 at 07:10 AM // 07:10.. Reason: Censored myself :)
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Old Jun 12, 2009, 07:03 AM // 07:03   #57
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Originally Posted by Burst Cancel View Post
Click-to-move is more effective, period. Movement is more responsive, not only due to lag issues, but also because direction changes are instant. It also free up keys for faster execution - particularly for monks that map party members to hotkeys.

I don't know what reasons Anet has for removing click-to-move in GW2, but the game will be worse without it, especially at the competitive level.
Quote:
Originally Posted by Bryant Again View Post
[...]No casting or swinging weapons on the run, auto following and collision detection are all things that made GW a vastly different and refreshing playing field from its peers.
Quoted for emphasis. GW has a refreshing and unique set of game mechanics. Here's to hoping they have a bit of sense and keep them in GW2.
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Old Jun 12, 2009, 07:12 AM // 07:12   #58
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click to move in HA and Gvg is a must as you might need to get an important body block, or get out of it. also if u are snared with a relic in a relic match in HA clicking to move is faster than using wasd.
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Old Jun 12, 2009, 07:12 AM // 07:12   #59
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Quote:
Originally Posted by Gli View Post
There are different kinds of players. Serious competitive players are and will always be a minority to begin with. The anal-retentive type that would have a problem with multiple ways to control the game are probably a tiny subset of that, hardly a group to base design decisions on.
There are different kinds of players indeed - which is part of the reason why GW2 needs to retain click-to-move.
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Old Jun 12, 2009, 07:16 AM // 07:16   #60
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Clicking is better when im monkin on the phone. Retain it.
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