In general the game seems overly responsive when interacting with the environment (or objects, enemies, allies you see displayed as avatars) and not responsive enough when interacting with all the various elements of the user interface.
One of the things I dislike and find rather baffling, is how the game has us choose our action and then our target, rather than choosing our target first and then the action. Invariably when the game misfires, say I hit an Ally instead of an enemy, or some random spot on the ground or some object avatar jumping in front of me at worst time, that's because the game has me choose an action before having a clearly defined target for that action. It's baffling because its so counter intuitive to me, and I don't really see the upside given for how the game is structured. The double confirmation should be on the target, making sure the correct target is selected, not on the execution of the command/action.
In a thread from the other day I brought up how frustrating it is to have to cancel actions before the game will allow us to select a new action. The same occurs when trying to select a different party member. The game still wants me to cancel the current action before I can select a different character with Left Click. If that action is an attack, and I'm not cancelled out, then the game will just assume I want to take a swing at a teammate? Weird. Same deal for issuing movement and selection commands. So many convos firing and cutting scenes, just because somebody ran in the way while trying to tunnel target the cursor to move across the map.
Anyhow, I really can't fathom why they are trying to do the targeting as the last thing that happens, rather than first?
And honestly why cancellation requires double confirmation for everything when it should just automatically reselect the new UI? I mean they already have the little ghost preview. I wish that would activate only once the target is confirmed, and that an action without specified target wouldn't even be a thing that we need to worry about.
Not having a quick and convenient way to cycle between available targets from a single bind is also annoying. I'd think it would make the game rather frustrating from a controller, where target switching from trigger or topbar or some single button is usually the method. Pointing around the screen with a thumbstick is way less forgiving and rather more time consuming than doing the same with a mouse. The target and the UI should both be something I can cycle through with a bind. This is just about the only PC game I can think of that cannot be pad mapped onto a controller in any sensible way, like with at least some kind of workaround. Another instance where the game seems to be oddly designed for a controller scheme in some aspects of its presentation just because it's so off for a keyboard/mouse, but then also not at the same time somehow since it lack the functions that would seem to be needed for smooth controller play. Just a rare bird here. It doesn't seem to use any of the regular conventional control schemes that I'm used to and which I would expect as standard.
Last edited by Black_Elk; 22/10/21 11:46 AM.