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    • Awoo [she/her]
      ·
      edit-2
      2 years ago

      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.

      • KiaKaha [he/him]
        ·
        2 years ago

        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.

        • Awoo [she/her]
          ·
          2 years ago

          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.