>Drop by holding down (S) while pressing the mouse button
I don't like that. You can press every movement key and, for example, use a sword while doing that. Only [down] is different. In our testgames I frequently dropped stuff, for example while diving just because for me, as a player, it made no sense that you suddenly drop stuff when clicking while moving
>left mouse button for using/throwing the primary selected item
>right mouse button for using/throwing the secondary selected item
>Force throwing by holding shift while pressing the mouse button.
I would _always_ have only "use" on the LMB/RMB. It is not consistent at all that you throw some objects when clicking while you do other stuff with others on the same button. Objects without a ControlUse-function should not be thrown on a simple mouse button click, imo
>Not everyone has a middle mouse button.
BFBC 2, for example, uses the middle mouse button (pressing the wheel) for melee attack. ;)
I guess that if you take an average of the total of internet users 99%+ will have a mouse with mousewheel...
I really don't see a problem in considering it a standard in 2010...
I always use the MMB in any game and I never had any problem with that, but apart from me, I still have to see in any other game community critics about the game using the mousewheel...
However just to make everybody happy: why not allow control configuration from a option menu so everybody can play as he prefers?
>why not allow control configuration from a option menu so everybody can play as he prefers?
I think players would realize themselves it is easier to have a drop command for each hand than having to fiddle around with the contents of the inventory; especially in melees. It also does not make sense: if you are holding a shovel in real life in your left hand, you do not have to put it in your right hand before dropping it. You just drop it. Limiting controls like this will likely just confuse (why do I have to switch before dropping, yet I don't have to switch to use??) and frustrate the player.
your post is not at all related with the sentence you are quoting.
>because in real life you are shot with a cannon or go fishing at north pole? :|
Considering the number of battles in which people have used cannons, do I even need to answer that? Also, the map "Arctic" you're referring to does not refer to the north pole; it is referring to the arctic circle which some Inuit people still live on today.
I would have loved to have 2 button keys per item on the mouse. for example for:
-selecting a spell from a quick menu popped up with right click button and cast the spell with left button
-use a default attack with a sword with left button, a more powerful but slower attack with right button
-choose arrow type (flaming, not flaming, etc) with right click and shoot with left click
-turning on a bomb with right click and throwing with left click
and so on.... 1 button per item in my opinion will soon introduce many horrible workarounds with "additional buttons/pressing twice buttons/combination of the previous ones" in order to allow the use of more options for the same objects.
Classic clonk did the same and in fact almost every additional package introduced new control interfaces to handle the new items, creating a mess and distrupting usability and easiness of learning.
However let's see how it will behave, I don't think it's someting impossible to change even further on
>I think, that throwing item out could be moved to Ctrl+Click, while Shift+Click would be "Secondary use"
I agree there. Throwing should always _only_ be on Ctrl+Click.
The items that have a secondary function would have to make it visible to the player somehow, though
>Maybe items should get picked up ONLY when holding Ctrl?
I like that idea
This will of great help when you have lots of items at the same place (for example, rock chunks after a huge explosion) and you want to find something particular (lost shovel?) among them.
But "Where the f**k is the last piece of wood I need to complete the hut!?" and "Argh, all those stones, where is the chunk of gold?!" are kinda annoying. I see it as a good possibility to reduce this stress factor.
"20xRock, 1xWood piece"
>The items that have a secondary function would have to make it visible to the player somehow, though
Maybe we could have a small 'II' icon on one corner of the inventory icon. A 'secondary use indicator' would require it's meaning to be explained in a tutorial, because everything I can think of (without taking up space) is very vague.
and oblige the player to put the object on the first slot (left button) if he wants to use its secondary function? (aka: no secondary function for right-button slot?)
in fact:
-secondary functionalities on the keyboard imho will become less intuitive and fast-responding (very important for weapons)
-not all objects require more than one functionality
By the way, allow user interface changes in scripting lead to chaos and very bad results on classic clonk. I would vote for designing a flexible system from the beginning rather than having any scripter implement its own way of doing things
>why not putting the secondary use on the mousewheel? ... and oblige the player to put the object on the first slot (left button) if he wants to use its secondary function?
>-secondary functionalities on the keyboard imho will become less intuitive and fast-responding (very important for weapons)
This seems kind of contradictory. You want more intuitive and fast responding controls, but you want to limit second functionality to only one mouse button? This will make the player constantly switch items to use the secondary function, causing chaos and make things much slower.
>-not all objects require more than one functionality
then hitting 'ctrl+click' would do the same as just 'click'. I think the idea of a modifier instead of a sometimes useless button (middle mouse) makes a lot more sense.
>By the way, allow user interface changes in scripting lead to chaos and very bad results on classic clonk.
I think the only thing that would differ would be some alternate-use icon on the inventory image.
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