iPad lack of cursor feedback make gameplay difficult
promethean
Member Posts: 9
The touch controls definitely make it feel like "This is how it was MEANT to be played". However, playing with a mouse cursor the game provided feedback that has not yet been implemented in an equivalent fashion with the touch controls:
In particular, it is often ambiguous if a particular command or "click" in combat has registered properly. The imprecision in selecting targets** results in this happening often, but the lack of feedback previously given by the mouse cursor but missing on the iPad means that the user cannot tell this is the case until a PC fails to attack.
It also results in the often commented upon difficulty in entering buildings: with a mouse cursor it was obvious which type of target was under the cursor, e.g., door, npc to talk to, target of attack, etc. While the touch controls have streamlined gameplay, much of this cursor feedback has simply been dropped rather than creating appropriate touch analogs. (e.g., a virtual cursor perhaps optional that can be turned on or off. Or auditory feedback such as a clashing sword when selecting an attach target or creaking door when selecting a zone/building tranistion, etc. )
**(another bug: the threshold for registering a "click" on a target it too small, making selection of target sometimes impossible, often difficult on anything but the closest zoom level, and even then it works about 80% of the time, selecting nothing about 1 in 5 times)
I eagerly await further improvements. Thanks for a great gaming experience on the iPad!
In particular, it is often ambiguous if a particular command or "click" in combat has registered properly. The imprecision in selecting targets** results in this happening often, but the lack of feedback previously given by the mouse cursor but missing on the iPad means that the user cannot tell this is the case until a PC fails to attack.
It also results in the often commented upon difficulty in entering buildings: with a mouse cursor it was obvious which type of target was under the cursor, e.g., door, npc to talk to, target of attack, etc. While the touch controls have streamlined gameplay, much of this cursor feedback has simply been dropped rather than creating appropriate touch analogs. (e.g., a virtual cursor perhaps optional that can be turned on or off. Or auditory feedback such as a clashing sword when selecting an attach target or creaking door when selecting a zone/building tranistion, etc. )
**(another bug: the threshold for registering a "click" on a target it too small, making selection of target sometimes impossible, often difficult on anything but the closest zoom level, and even then it works about 80% of the time, selecting nothing about 1 in 5 times)
I eagerly await further improvements. Thanks for a great gaming experience on the iPad!
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