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This is probably the meat and potatoes of the whole design of combat.
Use the RMB (right mouse button) on your mouse to lock the direction your character is facing. They will face the direction of where your Retinal dot/crosshair is. Then freely move the mouse and your character will follow the cursor. This also helps if you need to face another direction fast. Have a weapon equipped and you are good to go.
Aim small, miss small
Zoom in enough when fighting. Just enough so I can judge actions better. Zoomed out too much and you'll be making more mistakes and you'll have a harder time lining up crosshairs. I use Q and E to turn camera if I need to. Usually this is for when a building or tree or some other object is covering my camera vision. Zoomed in you sacrifice that wide vision, but unless you are fighting humans with guns you might not need that much vision. Plus that is what the binoculars, Guns, scoped weapons, etc are for.
My own habits when playing.
I usually leave my mouse crosshairs about an inch above my characters head. So If I don't move the mouse I can keep the crosshairs or dot in the same place on the screen and it lines up when travel in the direction of the crosshair. That way any threat ahead of me that comes up I will be a bit more prepared to fight with ranged weapons and I'm not searching the screen for my cursor. There might not be any other practical use for this for someone else, but it helps me remember where my cursor is so that I'm not searching for it.
I hope these help anyone looking to refine their gameplay a bit better with the controls. Maybe one day we will get some sort of tutorial in the future. As of right now its just a learning curve of figuring out what settings work for you.
People have been complaining forever about the awkward camera movement which is also the main reason why this game gets its bad reviews.
You said that you changed the camera movement in the last update, except you didn't, apparently.
The game movement is janky as usual.
It's like you want your game to fail.
It looks like you never played an isometric ARPG to be honest, because you think that the camera movement in this game it's standard for this genre.
It isn't.
Generally in isometric games the walls of the buildings become transparent when you approach them so you don't need to turn the camera too often.
But in this game the walls DON'T BECOME TRANSPARENT, so you need to turn the camera very often, and doing this manually gets tedious really, really fast.
So you got only two solutions:
1) Either you make the walls transparent, which you already said it's never gonna happen.
2) Or you make the camera move towards where the mouse is pointing at.
If you keep failing to address this issue because you think it's unimportant, this game will fail, trust me. Camera movement in an ARPG is one of the most important things.
I play ARPG since Diablo I, and I can tell you that this game has the worst camera movement of any ARPG I played since then.
I really don't understand how difficult can it be to lock the camera to follow the mouse direction.
It literally takes 5 minutes to do so in Unreal Engine.
Seriously guys wake up, please.
You are wasting all the potentiality of this game, for refusing to make a 5 minute modification on Unreal Engine.
So i'm just another person that bought the game. I thought I would respond to this discussion.
With the camera change while exiting a building, maybe some adjustments can be made so that you do not lose total vision of your character. A tiny bubble of transparency around your character might work. Sort of like how Project Zomboid has it. You still have to move your camera, but at least the spacial awareness isn't deafening. So for a small change I agree. It would make the experience a bit more smooth.
I have never played an isometric game that is free moving like this one except for Project Zomboid. Most isometric games ive played were turn based. So I can't speak on behalf of other isometric games that give transparency to walls or other things like you say. I have no issues with it because I don't really have anything to compare it to. Other than PZ. But its been years since I played that. For me this game is fresh and new and so is the controls. I have no issues with learning through adversity.
The reason I think buildings shouldn't have transparent walls is because it adds to the risk of entering buildings and not knowing what is around the corner. My solution is to listen for danger and it helps with this as zombies can be pretty loud. It also adds to the horror aspect of the game. So you get wary of entering buildings. I once broke through a closed garage to find 3-5 zombies waiting for me when it opened up. A fun little moment.
In the demo I played and the controls felt janky. I'll have to look back at mouse sensitivity settings if there are some for camera movement that I changed, but I've been able to overcome a lot of the camera issues I was having by rewiring how I think about I usually do things like in Project Zomboid. It is just a learning curve to overcome with this game at the moment. So I'm totally over it.
Side note: I felt the Q and E keys worked fine with the WASD keys. The only issue I had with that is trying to use E when my character was moving using the key D as I use my index finger for both keys.
The problem with Humanitz is that it does not have this feature at all, so when you enter a building, and there is a zombie hiding behind the wall, you are not gonna see it unless you move the camera manually, and by the time you do it and manage to target him properly, you are already dead or almost.
It is also annoying looting building without the transparent walls as you could miss chests or lootable items hidden by the wall. And again, if you want to make sure you don't miss anything you have to move the camera manually everytime you enter a room.
Really, really tedious.
I really don't see why it is so difficult to just lock the camera with the mouse direction. We are really talking basic coding, nothing too complicated.
Will we be given loS through doorways if we are facing an open door or window?
I went ahead and checked out Tunguska. I get what you mean without the fog of war. Yeah I can see how humanitz is setup similarly. Thanks for answering my question. Keep up the great work. :)
The festure I am asking for is already in game.
It can be performed by clicking and holding the middle mouse.
What I am asking is to make this action automated so I don't have to hold the middle mouse myself.
Basically the game should work as the middle mouse is always pressed.
Make it an option if you will so other people can play with the default settings if they choose so.
I don't think this should be too difficult to implement.
I hope that clears things up.
I think it fails at the point where the devs tried to merge in the hack and slash element and the 3rd person movement. Mixed together it falls short to that mess it is now.
On top of that I feel restricted with the camera angle that I cannot turn the camera down enough which is weird when you are used to 3rd person games. Sure, you shouldn see the horizon because ther are binoculars and stuff, but them simply add fog of war and give me the freedom of camera positioning.
Then as an approach implement a strict hack and slash movement and a switch to 3rd person where the avatar turns without that hustle it now is. Maybe a switch from 3rd/H&S/mixed (and then advanced options)
Also driving a car feels also bad only because of the angle which excludes the horizon plus I cannot even turn the camera while driving, ... why?
I think the car was basically setup the way it was just to drive it and will probably have more development later and freedom on camera angles. It does feel very placid.
This makes perfect sense and should be an easy (ish) update to make in an upcoming patch surely. Im out until it happens. I get it but just dont like it and I play for enjoyment.