Consider it this way; movement is based on the way the camera is facing, not the way the character is facing.
Since you have to turn the camera to aim, the direction the character is facing is largely irrelevant except in RP situations.
OP, from what I've read I would say that it's your expectation of what the controls should be that's flawed, not the game itself. ESO has an action based combat system, you can't just stand on one spot and press buttons like in WoW, you should pretty much be moving all the time to dodge, block and line up your abilities.
Shadowshire wrote: »As I stated in the OP, in 3rd-person view, when I press <D> the character turns to (face) the right. If I press <D> again, the character moves to the right across my field of view, instead of turning to (face) right. If the character turned to face right again, then he would be facing backward, i.e., toward my point-of-view (the location of the "camera").
In 3rd-person view the location of the camera does not change when the direction that the character faces changes. I must use the mouse to change the direction the camera points to match the direction that the character is facing if I want to use <D> to turn the character again,i.e., to make an "about face".
On the other hand, if the character is facing to the right from my point-of-view, and I press <W> then he will turn to face the same direction in which the camera is pointing and subsequently move "forward" in that direction.
In other words, the character moves along the axis of the direction that the camera is pointing. Turning the character to face left or right does not change that direction. Again, attempting to turn the character in the same direction twice will not cause him to face the camera, but move to the left/right of the player's field of view instead.
Shadowshire wrote: »[Umm... I have not characterized TESO as flawed so much as doing things that I do not expect it to do (or want it to do), and that what it does is largely undocumented.
That's what I said.Shadowshire wrote: »[...]Consider it this way; movement is based on the way the camera is facing, not the way the character is facing.
Since you have to turn the camera to aim, the direction the character is facing is largely irrelevant except in RP situations.
In other words, the character moves along the axis of the direction that the camera is pointing. Turning the character to face left or right does not change that direction.
[...]
I actually need to check this, I'm not sure whether you need to turn the character to defend or counter, or whether attacking an enemy in the direction you're aiming (the camera) turns the character for you.Shadowshire wrote: »In any case, I cannot target what I cannot see, so I must change the direction that the camera points regardless of the direction that the character faces when an opponent is not in view. My complaint is that doing so has been more difficult in TESO than it would be if the camera would automatically point in the direction that the character faces -- even more so if I must also turn the character to face the target in order to defend or counterattack.
nerevarine1138 wrote: »OP, you seem to have missed the point made much earlier in the thread: none of your problems exist when you are in combat. When your weapons are drawn, you will stay facing the way that you have the camera oriented, and the ASD keys will strafe or backpedal in relation to that.
Shadowshire wrote: »[Umm... I have not characterized TESO as flawed so much as doing things that I do not expect it to do (or want it to do), and that what it does is largely undocumented.
So my point still stands, your expectations are flawed. You cannot expect a game with a completely different movement and combat system to change to suit you.
Lord_Kreegan wrote: »Press your "W" key and then simultaneously press either your "A" or "D" key.
There's your strafe.
That's because it's not really accurate. If you're pressing W and A or W and D at the same time you're going to be moving diagonally. A and D are the strafe keys, period. The only reason you're confused is because when your weapon isn't drawn the animation for the strafe shows your character turning in the direction you're strafing. That's purely cosmetic. As far as the game mechanics are concerned you're still facing the same direction, and you have not turned. You turn using the mouse. You move forwards, backwards, or strafe using WASD.Shadowshire wrote: »Lord_Kreegan wrote: »Press your "W" key and then simultaneously press either your "A" or "D" key.
There's your strafe.
That's interesting! Thank-you for letting me know. I have not seen that documented anywhere, not even the New Player Guide that one of the staff posted on one of these categories (maybe this one). ......
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.... If you're pressing W and A or W and D at the same time you're going to be moving diagonally. A and D are the strafe keys, period. The only reason you're confused is because when your weapon isn't drawn the animation for the strafe shows your character turning in the direction you're strafing. That's purely cosmetic. As far as the game mechanics are concerned you're still facing the same direction, and you have not turned. You turn using the mouse. You move forwards, backwards, or strafe using WASD.
Shadowshire wrote: »
What "key" are you referring to with regards to turning left or right?
A and D are Strafe keys and the mouse controls all directional facing.
If you use the Arrow keys rather than WASD, then Left Arrow and Right Arrow are your default Strafe keys.
Eh, in 3rd-person view, A and D are not "strafe" keys. The character turns 90 degrees to face left or face right, then subsequently moves in that direction.
In an FPS, for a "strafe" move the character does move left or right, but continues to face in the same direction as they would go if moving forward instead. Imagine turning to your left or right, then aiming an assault rifle across your body to the left or right instead of the direction in which you move while firing the weapon.
The distinction between facing/moving while attacking is why it is called "strafing". That is what an aircraft does as it flies more-or-less parallel to the ground while aiming their machine gun or cannon at ground targets instead of at an enemy aircraft ahead of them in the air.
In the FPS and WoW UIs, the strafing key <Q> moves the character to the left as he fires across his body at the target, and the key <E> moves the character to the right as he fires across his body at the target. Moving one or more steps to the left or to the right while continuing to face the same direction can also be called a "side-step", for example, to side-step an AoE attack that spreads along an axis (e.g., as napalm does).
It has occurred to me that perhaps the A and D keys become a "strafe" move in TESO 1st-person view. However, if that is the case, then there must also be some way for the character to turn left or right, because they would never be able to turn around to face the direction that is behind them.If you want proper control over your character in terms of strafing, you cannot use the auto-run function to move forward; ....
As far as I know, a character can use a strafe "side-step" move with autorun enabled in WoW -- whether in any other game, I cannot recall. Actually, in the original FPS games that I played back in the 1990s, there was no autorun key. You simply held the key down and your character moved in that direction until you released it, regardless of whether you were using a "strafe" move or turning left or right to face that direction, then moving in that direction. Holding the key down has that effect in TESO, too.To dodge roll in a directional manner, you must either double tap the direction you wish to roll (ie: Double tap D to roll right; Double tap A to roll left; Double tap S to roll backwards.)
If you wish to roll in a directional manner while using a single key keybind for the Dodge function, then you must hold down the direction you wish to roll and then press the Dodge key. A keybinding for Dodge always makes the character dodge in the direction he or she is traveling, or forward when the character is standing still.
Okay, thank you for that clarification! Currently, I do have Dodge bound to a key. That would be useful if the player re-binds movement to the mouse and combat to the keyboard. If I cannot or do not do that, then probably I should not bind Dodge to a key and just juse the double-tap instead. The software should be able to distinguish a double-tap from a continuous press on a movement direction key.Would simply like to see an option to center the camera at any level of zoom, and a method of controlling Third Person field of view (considering we got one for First Person already...)
Well, that is really all that I am requesting -- an option to automatically face the camera in the same direction that the character faces in 3rd-person view, so I don't have to change the camera facing with the mouse when I turn the character.
No, it's not more than cosmetic. The <A> key is not the "turn left" key, and the <D> key is not the "turn right" key. They are the "move left" and "move right" keys. What is strafing? It's moving left or right while still looking in the same direction. That's exactly what happens in ESO when you use the <A> or <D> keys. When your weapon is not drawn, cosmetically your character appears to turn to face the direction you are moving, but as far as every game mechanic is concerned, your facing has not changed. You are still interacting with everything in the game based on the direction you were facing before you hit the <A> or <D> key. You are strafing.Shadowshire wrote: »That's an interesting way of describing it.
In 3rd-person view, the turn is more than cosmetic, because if I press the same key again (whether <A> or <D>), the character then moves in that direction as if moving "forward". That is how <A> and <D> work when they are not "strafe" keys -- as in WoW and in every other game that I can recall playing (i.e., PC, no experience with console games).
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Just wanted to confirm that I checked this and it is indeed the case. The direction your character is facing in does not affect what you are attacking. You will always attack or defend against the enemy that is under the crosshair, even if your character is facing in the opposite direction.That's what I said.Shadowshire wrote: »[...]Consider it this way; movement is based on the way the camera is facing, not the way the character is facing.
Since you have to turn the camera to aim, the direction the character is facing is largely irrelevant except in RP situations.
In other words, the character moves along the axis of the direction that the camera is pointing. Turning the character to face left or right does not change that direction.
[...]I actually need to check this, I'm not sure whether you need to turn the character to defend or counter, or whether attacking an enemy in the direction you're aiming (the camera) turns the character for you.Shadowshire wrote: »In any case, I cannot target what I cannot see, so I must change the direction that the camera points regardless of the direction that the character faces when an opponent is not in view. My complaint is that doing so has been more difficult in TESO than it would be if the camera would automatically point in the direction that the character faces -- even more so if I must also turn the character to face the target in order to defend or counterattack.