Lumikki wrote...
Here is my opinion. If you need auto-attack in game, there is something wrong in the game. Why?
Because it means game is playing behave of player as repeating same attack to same target. That's very booring way to play games.
So by mashing a button this subverts your boredom?
thegreateski wrote...
Well in order to understand your post one would have to know what a Sacred II control scheme is.
I'd rather they play it and find out, but they won't so.
Map buttons: X, A, Y, B
Alternate: Hold Left Trigger
Alternate: Hold Right Trigger
That's twelve map buttons, with any being a regular/auto-attack. You can slot/map a weapon as well serve as attack/auto-attack or map a often used skill, in which case you use the skill and while it's recharging the button reverts back to a basic attack.
Potions such as health are user mapped to the d-pad, which gives you three slots, and up unleashes a diety/summon to help.
Analogue sticks are basic movement and sight.
Left Button serves to interact (open doors ect) and also serves as a mass loot collector (have 10 dead bodies on the ground near you? Click Left Bumper to collect all. This is a feature used due to the game being multiplayer).
Right Button serves the same purpose of the 'Radial Menu/Wheel' -From there you can select your inventory, codexs, ect
Select/Back Button quickly brings up the world/level map
Start Button opens up game settings
It's a scheme that utilizes every button and allows for a large amount of customization.
Look, I'm just nitpicking, I know. I don't know much of the game yet, and I'm sure I'll easily adhere to the scheme they come up with. And who knows, it may be the case as in Sacred, where cool-downs on spells/actions is so miniscule that you'll be mashing buttons all the time anyhow. We'll see, I suppose.
Modifié par B3taMaxxx, 21 septembre 2010 - 12:55 .