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 Post subject: Alternate attack inputs.
PostPosted: Mon Aug 15, 2011 7:06 am 
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Joined: Sun Aug 14, 2011 10:23 am
Posts: 8
Heya!

I think I mentioned this on the previous DaggerXL forums, but now that we've switched forums I wanted to be sure the idea was still visible. :)

Now that Daggerfall has a more modern mouse-look as the default control scheme it's pretty disorienting to hold the right mouse button to swing your weapon. Once I'm in the heat of battle my camera ends up shifting all over the place as I right-click, hold, swing, let go to face enemy again, right-click, hold, repeat....

I hate to suggest this, since Daggerfall had a very unique attack system that I loved at the time (I used the cursor-based movement originally), and I'd hate for it to completely go away, so would it be possible to add an option for a "Morrowind-style" attack system in the future? It just seems to feel better with mouse-look.


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 Post subject: Re: Alternate attack inputs.
PostPosted: Mon Aug 15, 2011 10:32 am 
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Joined: Mon Apr 18, 2011 12:44 pm
Posts: 72
What if while you swing your weapon in mouse look mode it forces the sensitivity to slow down a lot, so that way you don't accidentally loose target and it wouldn't require a reworking of the combat system?


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 Post subject: Re: Alternate attack inputs.
PostPosted: Mon Aug 15, 2011 11:14 am 
XL Engine Developer / Site Admin
XL Engine Developer / Site Admin

Joined: Thu Apr 14, 2011 4:05 pm
Posts: 577
Mouse look is locked when swinging your weapon. So if you hold right mouse button before starting your swing, the camera shouldn't move. Daggerfall works the same way if you run in "View" mode.

That said, other attack options can be added in the future as an extended feature.


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