I can't play League because I can't stand the control style. Clicking for movement feels like I'm playing an RTS. I don't feel like I am the character, I feel like I'm a person issuing commands to a character that is not me.
This disconnect ruins immersion for me and ruins my ability to play it.
If it had WASD movement I would have a completely different experience.
I like Smite. Even if its monetisation sucks, seen worse.
The thing is that I like RTS games. That control system works for RTS games because the entire intent of it is to make you feel like a commander issuing orders to troops. It exists literally for the purpose of immersion in an RTS game.
In a moba? It doesn't work as a control scheme at all. It functions as a barrier to the immersion of you as being the character. The point in a moba is that the hero IS the commander of the units attacking the enemy towers and you are that commander.
The control scheme bothers me enough to just rip me out of the game. Mobas with WASD (or joystick) for movement I can enjoy as I feel properly connected with the character I am supposed to be.
I genuinely can’t stand the click to control scheme. It took micro-ing, an emergent and annoying feature of RTS, and made it the entire basis of a control scheme.
In RTS, there’s necessarily a layer of abstraction over combat, to enable control of more than one or two entities. It makes sense that you just click, and the entity auto moved and auto-attacks. It’s an unfortunate side effect that players could get an advantage by wringing every last degree of control out of that control system.
The problem is it feels terrible. Any other control scheme gives more granularity of control. With micro, the control scheme itself is the challenge. Don’t get me wrong, there’s a time and a place for that sort of thing. I like QWOP, Surgeon Simulator, and Getting Over It as much as anyone else. But it’s a novelty, not the basis of a strategic multiplayer game.
I agree but I don't know how you solve it without locking out player control after a combat engagement has started. One idea I had a while ago was that instead of allowing the player to control units in combat what you do is have one extremely simple "retreat" option. Either the units are engaged in combat or the units retreat from combat to a safe location. This would eliminate combat micro.
The casual side of the RTS audience that doesn't micro anyway will probably like this while the competitive side that has developed with micro existing will hate it.
That might have helped, although then you have the problem with marketing. The entire point of a diverse cast in these games is that new characters function as tools to try and appeal to new audiences and markets. You create new characters that have appeals to certain types of things people like in order to bring in the weebs, or bring in the edgy kids, or bring in lgbt people, or bring in the trolls, etc etc. This character marketing relies on people identifying with the persona and fantasy of the character.
If you're a summoner and not the character, you lose some of the marketing effect of this because characters stop being identities to players. That'll be a major part of why they cut that out.
I don't play the esports and don't know how anyone could subject themselves to that. Just load it up every few weeks and have a bunch of games. I hate the large "traditional" map in mobas. I play Conquest and Joust.
I think a major reason I like Smite is that I can get into character with several characters too, and since there's A LOT of characters there's actually quite a few characters I personally like to play. I find in some mobas I don't really identify with any characters at all and that takes a tonne of interest out of playing the game for me. I play Amaterasu, Athena, Jing Wei, Khepri, Serqet, Morrigan and Skadi a good amount but Chang'e is my main. There's just a huge number of genuinely likeable female characters that I can really get into the fantasy of.
I'm also a big off-meta player in fighting games and sort of relish playing things that aren't supposed to work but do because the player has a style that makes it work.
Getting 1 single level ahead, timing invincibility perfectly and then just utterly tanking everything while moving behind and in circles around an opponent that can't track you properly because your attacks hit all around you while healing just makes their attacks utterly ineffective. Hnnnnng.
Being utterly impossible to kill and wasting several minutes of multiple opponent's time also gave me life force, you could run forever and they would always chase.
I can't play League because I can't stand the control style. Clicking for movement feels like I'm playing an RTS. I don't feel like I am the character, I feel like I'm a person issuing commands to a character that is not me.
This disconnect ruins immersion for me and ruins my ability to play it.
If it had WASD movement I would have a completely different experience.
I like Smite. Even if its monetisation sucks, seen worse.
deleted by creator
The thing is that I like RTS games. That control system works for RTS games because the entire intent of it is to make you feel like a commander issuing orders to troops. It exists literally for the purpose of immersion in an RTS game.
In a moba? It doesn't work as a control scheme at all. It functions as a barrier to the immersion of you as being the character. The point in a moba is that the hero IS the commander of the units attacking the enemy towers and you are that commander.
The control scheme bothers me enough to just rip me out of the game. Mobas with WASD (or joystick) for movement I can enjoy as I feel properly connected with the character I am supposed to be.
deleted by creator
I genuinely can’t stand the click to control scheme. It took micro-ing, an emergent and annoying feature of RTS, and made it the entire basis of a control scheme.
In RTS, there’s necessarily a layer of abstraction over combat, to enable control of more than one or two entities. It makes sense that you just click, and the entity auto moved and auto-attacks. It’s an unfortunate side effect that players could get an advantage by wringing every last degree of control out of that control system.
The problem is it feels terrible. Any other control scheme gives more granularity of control. With micro, the control scheme itself is the challenge. Don’t get me wrong, there’s a time and a place for that sort of thing. I like QWOP, Surgeon Simulator, and Getting Over It as much as anyone else. But it’s a novelty, not the basis of a strategic multiplayer game.
I agree but I don't know how you solve it without locking out player control after a combat engagement has started. One idea I had a while ago was that instead of allowing the player to control units in combat what you do is have one extremely simple "retreat" option. Either the units are engaged in combat or the units retreat from combat to a safe location. This would eliminate combat micro.
The casual side of the RTS audience that doesn't micro anyway will probably like this while the competitive side that has developed with micro existing will hate it.
deleted by creator
That might have helped, although then you have the problem with marketing. The entire point of a diverse cast in these games is that new characters function as tools to try and appeal to new audiences and markets. You create new characters that have appeals to certain types of things people like in order to bring in the weebs, or bring in the edgy kids, or bring in lgbt people, or bring in the trolls, etc etc. This character marketing relies on people identifying with the persona and fantasy of the character.
If you're a summoner and not the character, you lose some of the marketing effect of this because characters stop being identities to players. That'll be a major part of why they cut that out.
deleted by creator
lmao
outside of cosmetics, how? unless they removed the godpack, i quit that trash game when they torpedoed their own esports scene
I don't play the esports and don't know how anyone could subject themselves to that. Just load it up every few weeks and have a bunch of games. I hate the large "traditional" map in mobas. I play Conquest and Joust.
I think a major reason I like Smite is that I can get into character with several characters too, and since there's A LOT of characters there's actually quite a few characters I personally like to play. I find in some mobas I don't really identify with any characters at all and that takes a tonne of interest out of playing the game for me. I play Amaterasu, Athena, Jing Wei, Khepri, Serqet, Morrigan and Skadi a good amount but Chang'e is my main. There's just a huge number of genuinely likeable female characters that I can really get into the fantasy of.
I'm also a big off-meta player in fighting games and sort of relish playing things that aren't supposed to work but do because the player has a style that makes it work.
Chang’e mid or solo was my bae. My ping was always too bad to jungle or adc but I think I had diamonds on all the others
Getting 1 single level ahead, timing invincibility perfectly and then just utterly tanking everything while moving behind and in circles around an opponent that can't track you properly because your attacks hit all around you while healing just makes their attacks utterly ineffective. Hnnnnng.
Being utterly impossible to kill and wasting several minutes of multiple opponent's time also gave me life force, you could run forever and they would always chase.