Of course, it's not like I'm inherently opposed to customizable hotkeys, it's just that there are a couple of problems that would have to be solved in order to implement that reasonably. Some of those problems are already underway, but others are less so, and I can't really bring myself to feel that that's my highest priority right now. Shift-marching and arrow key movement would, at least in contrast, be far easier to implement.
It should be mentioned that I have considered auto-generating the menu hotkeys on the client, which would make it easy to work around static key usage like WASD and would also automatically avoid conflicts. However, doing so would mean that the hotkeys may change every now and then as more options are gained through skills or added as part of development, which seems even less attractive. Of course, it would be possible to make the client save previously autogenerated hotkeys and then only add new ones on top of the already generated ones, but that could quite easily lead to insoluble conflicts, and even in that case, hotkeys would differ between different clients, which would be annoying enough IMO.
jorb wrote:loftar wrote:Yeah, I know WASD is more comfortable, but they'd conflict with the menu hotkeys.
But, then again, who gives a hoot?
I would think anyone who uses the menu hotkeys does. ;)
ImpalerWrG wrote:Alternatively being able to set way-points via the mouse would help as well, I find I'm constantly getting snagged on objects because their edges aren't obvious and theirs nothing to smooth the path. A full path-finding implementation is probably something the dev's don't want to tackle because of the CPU load but if they could just implement something that just curves that strait line path around convex obstacles it wouldn't feel so sticky.
Well, actually, implementing waypoints for players is the hard part. I've especially taken care when writing the pathfinding algorithm so that it can be set to give up early when not immediately finding a path, which would make it CPU-wise viable to use for player action, but actually using it for players would require waypoints.