I made a thread regarding "Cancel Action"in feedback (that has so far caught no replies, predictably lol) But basically how this game forces a constant intermediate click simply to cancel UI stuff, like anything selected (action/icons) from the UI in order to select something else, such that to do practically anything from the interface requires a clickathon. It's like the funhouse mirror nightmare impression of how I feel regarding the default party movement and selection scheme lol. OK so within the UI I have to click-cancel action constantly, right? click-select/cancel, cancel to select, select then cancel, on and on.... with these intermediate delays on everything, even the most basic UI selection... But then you get to left click selection stuff for movement, within the main environment or the character avatar selection and it's like 'boom done! you're hosed! You clicked once too many, just this time in the wrong spot fool! it's already happening now. Good luck trying to stop or prevent the impending calamity!!!' hehe. The contrast in extremes is just so pronounced.
Now take that click crazy impression to the most basic movement commands for navigating around the map. Not even for the "party" per se, just even the single character. How in order to get from one place to wherever else, you have to tunnel using left click constantly to increment across short distances. Usually just at the end of the line of sight, or risk pathing doom or triggers or convos by charging ahead via ghost cam. Wherever you've set your camera tilt like 3 seconds ago, or wherever the camera has moved since (either through your own input or the game taking over)... the camera is still in constant motion/reorientation, so shooting way ahead with the camera to try and kinda waypoint far out is like wildly precarious (to say nothing about how it dispels the immersion or any sense of POV) and then players are going to be all fanned out in loose formation for this too for this? Just for navigating around?
Like couldn't they at least just give us a basic Line formation for navigation? with the leader walking point and everyone else just tracing in their footsteps? Or the tightest possible square at least? Something, just anything, to make this most mundane of movement requirements more tolerable?
I mean that's not all I want, obviously not even close, but for now it's hella ridiculous where chain movement is concerned, that purely from the navigation exploration standpoint, it would feel so much like tossing horseshoes all time. And entering/exiting combat only compounds all the problems to a wildly inordinate degree. I really think they really need to step back, and revisit the implementation of a true driving type camera and movement control for the exploration appeal and a more RTS style camera for tactical party movement appeal. How to bridge that with what they've already got, I honestly don't know. I feel like they need to just make new systems and give the player some kind of choice in the options called "Party Movement" settings, and just start trying to experiment. Like with anything. Anything else. Just something