Controls for the game

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1 eye archer
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Controls for the game

This may have already been addressed, but I was wondering if the controls for the game will be as easy/user friendly as CoH was. I think that was also another very big underlining factor of the games popularity. If you were a "numbers cruncher" you had the ability to calculate & plan things by the numbers. If you were not, you could easily run your toons & figure out how you wanted things set as you went along.
It made it very nice that with a little guidance at 1st, my 8 year old daughter was able to quickly create her own characters & team up for adventures.The overall simplicity of the controls made it easy for anyone to get into & run the game with confidance very quickly

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All the 'devs' are long-time

All the 'devs' are long-time CoH fans. No one wants go the route of twitch action. And no one wants to make the feel of play foreign to what CoH was all about. If we add new types of controls, it will most likely be because either the way CoH was clunky and should have been changed (e.g., not being able to set options before entering the game), or, if was good, we want to add an extra *option* and not a replacement.

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Warsmith
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just make sure i have my

just make sure i have my inverted mouse option and i'll probably be happy.
oh, and can you give us the ability to grab on to buildings? i can't tell you how frustrating it was to slide down the side of a building when my character was MORE than strong enough to puch a hole through said building.

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The-Pendragon
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I would love to see

I would love to see Superspeed handled like DCUO did...allowing you to remain in contact with a surface as long as you were running....and then for a few seconds after you stop/ Would make my use of Superspeed/Superleap combo less necessary. Also...the "Acrobatic" power was a hell of alot of fun....made it easy to create a toon who had no "Super" movement ability....COH started that sort of with the Ninja Run thing..but it could be easily expanded upon.

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Zombie Man
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Wall clinging and running and

Wall clinging and running and non-super acrobatic/ninja/parkour movement abilities are all on the table. The engine can handle it. The question is time and prioritization and implementing it all correctly and prettily. And if we don't have invert mouse, my head will explode! :)

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Shadow Elusive
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What is invert mouse even for

What is invert mouse even for? I never was sure what it even meant (unless it means flipping things for left handed people).

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TheMadGent
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Inverted mouse flips the

Inverted mouse flips the vertical motion of the mouse, so that you look up by moving the mouse down and vice versa. It more closely emulates a lot of joystick flight simulators and some people find it more natural. Personally it just gives me vertigo, but there's no accounting for taste. : P

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Warsmith
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i started my earlier computer

i started my earlier computer gaming on joystick run space combat, so it's become natural for me to pull "down" to look up.

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I see, thanks. I doubt I'd

I see, thanks. I doubt I'd use it either, but so long as some people do.

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QuantumHero
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My husband wants us to

My husband wants us to retains A & D strafing (look), and Q & W for turning. I prefer mouse look (strafe) his version made me dizzy and mine made him dizzy....but that's why the variable settings of COH were wonderful. Good play control with reasonable customization options can make or break a game, IMO. Making it easy for new players to find and modify these settings is critical. On the subject of inverted mouse my husband and I both prefer it, I never really gave much thought to why it just fet more natural but I can play either way it just takes me awhile to adjust when a game doesn't offer the option.

Games back when didn't have customization options but now days its important to accomidate differences in gaming background, hardware, and the needs of disabled players. Depending on variety of factors we can let players modify some settings before they even enter the game, we can use templates, ofer choices of individual settings, and maybe even allow full programing of commands in the menu interface (choose button or key you wish to use now). Part of thiswill depend on the engine and part on any impact this may or may not have on performance.

Choosing between very common configurations should be quick and easy, fine tuning things to a player's exact needs or desires does not have to be but using the example of inverted mouse being trapped on one side or the other of it will keep some players from sticking with our game. Another real good one to offer options on prior to entering the game is graphic quality (don't assume the player is on the high end desktop they logged out on they may be on a less robust computer in a hotel room the following day. A third is text/icon size (and color of text and background if applicable) also screen contrast. Hint: If your player can not see (or identify) where to change settings easily you have a problem Also your list of default commands should be easy to find and settings that many players will wish to customize, but it on that easy tolfind referance, seriously. Once you go into that advanced menu have mouse-over explanations of what the advanced settings do (or something similar). Oh and do not forget a restore defaults button. :)

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Afterglow
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I loved being able to select

I loved being able to select one power to auto-attack in City of Heroes. Most of my characters used this feature. It allowed you to use any of your normal powers as you normally would but when your auto-attack power was either fully recharged or in range of your foe, it would activate. It was particularly pleasing to use with my Peace Bringer. I would set radiant strike or incandescent strike to auto-attack. They were both heavy melee powers. I would start most mobs off with ranged attacks and then pick an unlucky target to do a fly-by incandescent strike. Moon Unit would perform the mighty punch as soon as she got in range and I could keep my fingers hot on her other powers. Good times.

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One thing that's non

One thing that's non negociable for some people, the ability to reverse the left and right mouse buttons. I have a left handed friend and I really struggle to use his mouse and he struggles to use mine.

On auto attack, I never used it for an actual attack, hasten or clickie mez prot were the things I used it for, and would have loved to be able to fire both off as soon as they recharged.

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syntaxerror37
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Minotaur wrote:
Minotaur wrote:

One thing that's non negociable for some people, the ability to reverse the left and right mouse buttons. I have a left handed friend and I really struggle to use his mouse and he struggles to use mine..

That's odd, the left handed people I know all use the mouse with the right hand because that is how they learned to do it. But at any rate swapping left and right buttons shouldn't be that big of a deal.

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I thought that for left

I thought that for left handed mice that the buttons were swapped over, which would explain as to why you might have had problems.... *goes into mouse settings* interestingly though, there is a check box setting in windows that can swap the mouse buttons over pre and post game.

I should know this myself, because I am left handed, but i have *never* used a left handed mouse in my life.

I have no problems with you being able to redefine left and right mouse click as you want though.

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Minotaur
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syntaxerror37 wrote:
syntaxerror37 wrote:

Minotaur wrote:
One thing that's non negociable for some people, the ability to reverse the left and right mouse buttons. I have a left handed friend and I really struggle to use his mouse and he struggles to use mine..

That's odd, the left handed people I know all use the mouse with the right hand because that is how they learned to do it. But at any rate swapping left and right buttons shouldn't be that big of a deal.

Nope, this guy uses mouse in left hand with buttons reversed and remaps movement to the arrow keys, using the numpad for powers and binds..

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Iceciro
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Give me more auto-clicks,

Give me more auto-clicks, yeah. Mine was always Hasten, on most chars... but I would have loved to have set other autos.

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I definitely agree with all

I definitely agree with all of the above posts.

I have struggled with video games my whole life. There was one aspect of CoX which gave me the ability to play it. AUTOFACING. Most other MMO players I talk to don't even know what I'm talking about. I used a keyboard button for my targeting and a mouse click for power activation. Most games have a middle step to this process, you making your avatar face your target. This middle step has always made video games unplayable to me. I love and miss CoX. Please please please make City of Titans have autofacing.

I would appreciate any information you have on this, especially with the Kickstarter active.

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Please for the love of heroes

Please for the love of heroes, make sure the camera stays behind my character. When I turn my character right, I want to see what he is seeing, just like in COH. I am still not used to the "loose" camera (or whatever it's called) in other games and that makes it less fun for me. I miss using the arrow keys to move and having a hand free to hit the power buttons.

Thanks.