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PnC vs WASD |
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Hawkins |
Jan 17 2005, 09:40 PM
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Familiar Face
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I would like to talk about how PnC affects game world design.
WASD here means the way how you control your char's movement in games like EQII and WoW, while PnC i am talking about is that employed by Lineage II.
The advantage of PnC is that you can have a third-person full camera view to see how everything happening around your char, you wont get backstabed like in WoW. While WASD is just an extended 1st person view where you can normally only see the *back* of your char (like in WoW that is), the shortcoming is that you dont know what's happening at your back, i think open pvp will be affected the most as you dont know what's happening at your back, which becomes your weakest postition for an ambush/backstab.
As the main advantage of PnC is that it allows you to have broader camera view, so if PnC is to be adapted, the UI must be so designed that you can freely and smoothly move your camera view, LineageII is an awesome design in this aspect.
On the other hand, the freely adjustable camera view will become a shortcoming in a narrow environment such as in dungeons and small houses. This is because you can hardly obtain the best camera view for the human eyes perception. WASD doesn't have the same problem because it's an extended 1st person view where your camera's viewing angle is limited (ie. you can only see your back when you move).
In Lineage II, the problem is "fixed" by designing all the dungeons as *big halls* and no *small* houses are present. All the shopes are with a certain *size* to allow you to get the acceptable camera view suitable for the human eye perception.
Wish tries to use the path-finding feature to partly cover the shortcoming up. That is, whenever you are in a narrow tower or house, you can make use of the path-finding to move your char instead of adjusting the camera view to get a proper viewing angle to see and control your char's movement.
What's been affected that most is house decoration, no matter it's PnC or WASD you cant have a proper camera view for house decoration, unless you have a *big enough* house in the case of PnC. You can hardly get it right in case of WASD. I think this is one of the reaon why housing is simply ignored in 3D MMORPGs (i dont have a chance to see how good the camera works in SWG yet).
A workaround I can think of for house decoration is that there will be a button "decorate" which can be accessed by a player when he's inside his own house, when the button is pressed, his house contents are moved to an instance where the camera is locked with a view exactly like in UO (the isometric view? i forgot the name), and the player can only view one floor at a time (this affects how a 3D house is modeled, i dont know how easy or difficult this is done). While the house with its contents can rotate along the y-axis (z-axis in UO).
Personally I think if PnC is used in PW, I prefer to see the UI and movement control exactly like LineageII instead of Wish.
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Replies(1 - 19)
Slacter |
Jan 28 2005, 01:08 PM
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Newbie
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The advantages of PnC: Hundred-fold less server traffic than WASD, better automated control, other clients see your movements more accurately, action response is controlled by roll calculations and puts everyone on an even plane, thus allowing all characters with the same skill experience to have the same chance of success.
The advantages of WASD: More character control, better control in tight spots, action response is controlled more by the player's skill to manipulate the keyboard, thus allowing individual player abilities to determine uberness.
Is it possible to hybrid these together? They could use the same messages, just that WASD would give short distance PnC commands (i.e. like auto-run while the key is pressed, thereby only sending a server message when a new key is pressed or when a key is released).
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kru |
Jan 28 2005, 02:12 PM
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Shadowbane had (when I played it) one of the best interfaces in a mmog. Its a great design. This includes the way that it handles movement. The viewing area is controlled by the keyboard, and the mouse is used to initiate movement. Pathfinding was optional, and I preferred to keep it off. When moving into buildings the objects that would block your view of the ground were shadowed, and removed. The picking routine was very 'smart'. I forget exactly how it worked, but I never had a problem targetting what I wanted to target.
Thats all just the camera and character movement stuff. SB's interface was had lots more great stuff, too. Anything could be moved, easily, or turned into button by unskilled users. Any button could be created and placed anywhere on the screen. Its a real gem of an interface. WoWs interface, as user-friendly as it is, is disappointing in comparison.
Any UI designer for wish should get some familiarity with the Shadowbane interface.
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Zhiroc |
Feb 17 2005, 11:27 AM
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Something I posted on a different Wish board:
IMHO, just about all games are missing the point when it comes to movement. First of all, I think there has to be a distinction made in whether an MMO is trying to be more of a FPS action game than an RPG. In an RPG, you shouldn't need to concentrate so much on micro-tactics like positioning oneself. In this, neither WASD nor PnC really have it right.
For example, as a seasoned warrior, I should just "know" that I should manuever to attack an opponent's flank, so that's what my character should do--automatically. Likewise, the opponent should know that this is bad, so they should move to counter--also automatically. Of course, the player should be able to make overriding decisions, but the point is that precise movement shouldn't be necessary in most cases. And if my character is a crafter that never leaves the house, I don't care how much *I* know about how to position myself for combat--my character doesn't so it doesn't manuever well at all.
Likewise with going from city A to city B. If there's a road or a path, or even just a general direction, I should just be able to set out that way, and the character should follow the twists and turns, and avoid obstacles. If the character notices something (and it shouldn't rely on me the player noticing by seeing something on radar or the view), then it should bring it to my attention. If the terrain is confusing, the character should have a chance of getting lost that doesn't matter how well the player knows the terrain (or has OOC knowledge of position).
Again the question, is the game an FPS or an RPG?
If you've played pen-and-paper RPGs, this is *so* natural and isn't at all radical in concept. I don't tell the GM "I walk straight to the bend in the road, turn around 180 degrees, do I see something? OK, I turn 60 deg to the left, walk another 100 feet, and look around...." If I do tell the GM that I'm looking around, it's for a specific reason, and yes, it would enhance my character's perception (at a loss of movement speed, mind you).
I'm beta-testing a WASD movement system game (with no waypoints/bookmarks), and I *hate* it. I can't see how any socialization will take place except when just standing around, since you're jamming keys to move and therefore can't chat. And adding a 3rd party app like Teamspeak to me just proves how broken the model is, at least for an RPG.
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Masamune |
Apr 7 2005, 02:19 PM
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I think I read on the old Wish forums where somebody did a packet count test on PNC vs WASD commands and found that the WASD commands were actually a bit smaller. According to that post there was no reason from a network standpoint why WASD couldn't have been used either instead, or along side (which was an interesting idea I hadn't thought of) of PNC. I watched the forum and never saw where any member of the Wish team replied to that, they just always said it was PNC or the highway (which I understand if your that close to releasing a product you want to tweak not make major changes....) Obviously the server side code plays a large part in this, of which I plainly have no knowledge, but maybe it would be possible both could be done?
For the record, I am a large fan of Morrowind's WASD interface, I think Bethesda did an excellent job with it. I also like UO's simple mouse interface, providing you turn pathfinding off! Wish's PNC was getting better with each update, but had a lot of work left before it was ready for prime time, especially with the whirl and hurl camera. But after playing with it, (frustrating learning curve), I can see where it would have been quite serviceable with more refining.
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"I may disagree with what you say, but I will defend to the death your right to say
it." - Voltaire
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Masamune |
Apr 7 2005, 07:23 PM
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That makes sense. I guess the size isn't important afterall, just how it's used :) Seriously, thanks for the explanation. I was sure there was something more complicated involved.
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"I may disagree with what you say, but I will defend to the death your right to say
it." - Voltaire
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babocan |
Apr 17 2005, 06:14 PM
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Sorry if my reply is redundant... there were too many posts/words to take in during one sitting...
Point and Click can badly interfere with "tense" situations if using a graphical interface (that is why WoW has things like a Tool Bar "LOCK" button - so you don't accidentally drag an action icon off of the tool bar during combat, tryin' to do to many thing rapidly)... I.E. you are trying to click on a "stance" button placed on the side of the screen and you miss it causing your character, during battle, to walk that way, opening your side and flank to attack.
WASD can be difficult when trying to "chat", but with a walk/run toggle and "auto-move" feature (both in WoW), and multitasking a converstation while walking through the woods (hit enter mid sentence, adjust autowalk direction with WASD, hit enter and type rest of sentence), you can get along fairly well - this doesn't work well if you are not so very dexterous.
Automatic pathfinding can take the "exploration" factor out of it. BOTs are not good, IMHO, because they take the player involvement out of it. I want to be able to inch my way around a tree to spot the enemy before he sees me... maybe get off that crippling shot before he starts charging at me. At the same time, in some way your character resists you trying to drive him off a cliff that will kill him (although you didn't realize it was quite that tall) - I like the idea of some automatic character response to environment based on skills and traits - similar to when you goto attack something, your character automatically goes into a combat stance (graphically, and ?operationally?).
Now I have put so many words down as well... what we need is a Hybrid. The ability to put it into "auto-pilot" or direct drive... while utilizing a middle mouse button to control camera angle while using the WASD to control direction of travel. TOO MANY times have I caught myself holding down the scroll button on my mouse and try to pan across a web page, MS Word doc or other such file - too many hours running around a 3D MMORPG environment.
- just my opinions.
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"...and when the last of the Horde is dead, what will I be left with? I still can't skin that mangy little wolf? I may be a great warrior, but I can't even stitch my own pants, let alone craft a might blade!
Gibbar - to the Great Blizzard King
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StaticGrazerr |
Jul 7 2005, 10:41 PM
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Why is it that we cannot have a combination of the two systems? WASD and P&C? Is it too complicated?
Why is it that we cannot have it so that WASD is basic movement, moving the mouse is basic looking around, right clicking and holding could also be used for movement? A simple left click for attacking, and a simple right click for a weapons special attack ( Block, zoom for bows, charge for spells, things like that)
And as far as Small areas are concerned, why not offer a feature where Page Up and Page down dipict 1st Person or 3rd Person?
Now I liked UO's Omnnesant overview camera, however it probley wouldn't seem right with PW. Simply because you'd be missing a lot of the great terrain and beautiful building sides. How are we going to enjoy my nice tavern or pub if all I can see is the walls and floor? What about my chandaleer darnit!
Not only that, but the Onmnesant view ( as far as decoration goes) makes a kind of eye-trickary to objects around the player. What seems to be together is actuelly stacked, or turned in a specific way.
Games with a P&C normally ( or at least I think they do) Have a zoom feature on the keys above the arrow keys. And if they don't then by god they should! I personally prefer WASD above all others, but I'm a flexible gamer than can go with the flow.
And I'd like to see a combo system! Go Democracy! lolz
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May you have the hindsight to see where you've been, the foresight to see where you're going, and the insight to know when you've gone to far.
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emeraven |
Jul 10 2005, 04:29 PM
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Exo is probably right about this, most people think of Point and Click or the arrow keys (WASD too) as about basic movement.
But SG has a point, a combination might be good, Im not sure about the mouse look. Ive tried a few mouse look on various games and I found it took a lot of co ordination (I dont have much :P), than having one or the other.
For a long time I was sold on PnC as I could just use one hand to do most things, and it helps that I have a rollerball mouse (I spin the ball to look around :P). But stopping and thinking about it, there are some things the basic WASD can do better, placing a character step by step is much easier with WASD, first person can be easier. Mind you in Wish I found first person point and click to be pretty good.
On the whole I would like to see something that was a little flexable, than just offering one or other solution.
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No longer on the project.
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