hi,
Like the demo so far. Is it possible to click on an object from a distance and have the avatar walk to it and do the default action? This would cut out a bit of fiddling to get in front of an object before using.
Feature request for future otherwise
Thanks,
Lin
dare49devil wrote:-I disagree. That would highly eliminate hidden paths or anything of the sort..If you get my thought process. (aka border humping for a pathway)
... which isn't really an issue in this game. Besides, you can always use the 'W' key or middle mouse button to set the continuous walking mode.
dare49devil wrote:-I disagree. That would highly eliminate hidden paths or anything of the sort..If you get my thought process. (aka border humping for a pathway)
I'm not sure how having the OPTION to set an auto path would eliminate the option to not use that auto path, but instead walk along bumping against the rocks and trees looking for hidden paths. It would be an extra, but certainly is not something that I would think was necessary in the game. Also, auto paths sometimes get you in trouble when there are traps in the way and you're not quick enough to cancel.
I was looking to use it in a modest way. I'm less then 6 tiles away.. I click and go. Found in a fair number of games. If I'm stupid enough to use it long distance well then yes i pay a price.
A nit.
Kreador makes a good point, I think. It could be useful in situations where there are long stretches of, say, desert, where you only get stopped if there's an encounter... and the fact that in other situations there are traps that would make that option troublesome means that in those situations you don't use that option.
...And it's also useful if you're going through a forest that you already know, and your intent is just to get through, not to explore a region you've already fully explored.
...Negotiating Tanglewood, for example, gets pretty tiresome after a while.
Certainty: a character-driven, literary, turn-based mini-CRPG in which Vasek, legendary "Wandering Philosopher", seeks certainties in a cryptically insular, organic, critically layered city.