Jarrett Lee wrote...
Aw c'mon, that's not a nice thing to say. Chris is tireless in his devotion to the community. Every time he comes to see me I know he wants me to let him dish on some uber secret information for you guys, and I have to say "no not yet!". Plus he must have the skin of an elephant. Mine is like tissue paper.
Well, you better stop hanging around here.
Otherwise, next time he comes into your office, you're going to be curled into a ball on the floor, weeping.
Zu Long wrote...
I don't understand how it's not intuitive. AWSD to move, shift to power select, esc to go to menu, right click to aim, left click to shoot, numbers for hot keys, r for reload, spacebar for everything else. That's simple, easy, and the basic control scheme pretty much every shooter has. Q and E control companions is basically the only difference. It's really simple and uncomplicated.
And do you know why they use WASD to move? Because every PC game now uses it. (There was a time way back when where they were all using the arrow keys and stuff, if you can imagine it.) Do you know why you hold down the right mouse button to aim and the left mouse button to fire? Because every PC game now does it.
So why shouldn't you expect to be able to scroll an interface element (a lengthy codex entry, or wherever else they support scrollbars) with the scroll wheel? Why when something has been selected should you be unable to hit Return to activate it (I can scroll through elements with the arrow keys, but there is no key to actually select the highlighted element)? These are behaviors that are fundamental to the platform. They work that way everywhere. And yes, it's noticeable when they don't work, especially when there's no reason at all for them not to.
Zu Long wrote...
But when developing for 3 systems simultaneously, the most practical way to do it would be to design a control scheme that works on all of them from the get-go, and that's what Bioware has done. Once you HAVE that control scheme, adding extra features to it for one platform means extra time and money for THAT platform. Given a limited amount of time and money, it's not suprising that resources are shifted to places that improve the game on all platforms.
Nobody is talking about changing any of the controls. They're saying that the routine ways to perform a specific function (of which there are usually at least two on the PC) should be equally supported. If the system calls for an element that can be scrolled, there's no (
no) reason to not allow the player to either manipulate the onscreen scrollbar controls or to use the scroll wheel when that element has focus. There's no reason to force the player to click an entry in a list with the mouse instead of letting them hit Return, especially when the list already supports keyboard navigation but (inexplicably) not activation.
This is not a "feature" any more than making the mouse and keyboard work as a valid input method in the first place. Owen can tell when a keyboard event fires, and he can look to see if it was the J key and then open the Journal screen (as an example; although I'm more forgiving of the lack of journal and squad shortcuts, since it may have been a design decision to route the player through the menu screen without exception, for whatever reason). This is not any more of a burden to him than handling the event fired by your pressing of the W key which causes the game to move your character forward.
Modifié par devSin, 12 février 2012 - 01:59 .