(Edit: Just in case the devs do peek at this; later on in this thread, at the suggestion of others, I discovered that it was the windowed mode, perhaps combined with some combination of issue with Wacom drivers, that was making the controls react in such a screwy way. Once I started playing full screen, and rebooted to make sure that the Wacom wasn't in use even to boot the game up, the problems with the controls seemed to disappear.)
I don't know whether the devs are going to see this, but as the forums are linked to from the official site, it's my hope that they will. I realize that my opinions here are unlikely to be shared with a majority of the members of this board, who are fans of this game. I ask your indulgence. What I say isn't intended out of spite, but out of respect. I respect the effort that's gone into creating a very cool and interesting product, but in the end it failed to do little more than frustrate me. I think my experience is likely to be typical of more 'casual' gamers who would otherwise have appreciated the product.
Pros
Cons
I think the ideas behind the game are fantastic. I wish all the best to the people who produced it, and hope that they find success with their efforts. There's a great community backing it, who obviously have far less issue with the controls than I do, but I firmly believe that the current state of things will act as an impediment to the potential growth of the game's fanbase. I've no idea if my suggestions will be seen, or if they'll be found to have any value, but I hope the feedback has at least proven useful.
Thanks for your time, and best of luck with your product.
I don't know whether the devs are going to see this, but as the forums are linked to from the official site, it's my hope that they will. I realize that my opinions here are unlikely to be shared with a majority of the members of this board, who are fans of this game. I ask your indulgence. What I say isn't intended out of spite, but out of respect. I respect the effort that's gone into creating a very cool and interesting product, but in the end it failed to do little more than frustrate me. I think my experience is likely to be typical of more 'casual' gamers who would otherwise have appreciated the product.
Pros
- Setting: there's a lot of 'character' to the setting itself. Wonderfully atmospheric, and the low to no fantasy route is horribly under-used. The more realistic medieval atmosphere was great to see.
- Character generation: the stats are kept nice and simple, the relevance of abilities is explained on a mouse-over, and it's all made very smooth and seamless. Makes it easy for people to just step into the game. Fantastic.
- Customization: The characters have an absolutely fantastic range of appearances. The ability to customize the character to that degree was a very nice touch, I thought.
- Concept of execution: The idea of using the keyboard to move and using the mouse to swing a sword? I loved it. The application of the idea, however, goes into my "cons" list.
- Potential for expansion: The depth of character, setting, ability to travel, amass NPC allies, economic scale... so many things make this product potentially wonderful for expanding into other ideas, settings, etc. The robust presence of the mod community speaks volumes about how inspiring this game can be.
- Mod community. Any company wise enough to not merely tolerates, but who encourages a healthy mod community to grow their game -- that gets two thumbs up, in my book.
Cons
- Pet peeve: If you set up a starting area where characters can practice fundamental skills in dealing with the very complex combat system of the game (the trainer where you start out)... in the name of all that's sane, do not make that a place where they can be set upon by a party of 15 pirating seafarers (inland?!?), have it impossible to retreat/flee from, and ends up with the new character getting dragged all over Hell's creation and robbed blind before finally escaping months later. It's extremely discouraging to not only have to wrestle with a game's controls, but to have the game itself screw the character over before they can step past the training area.
- The game's controls: This is why I won't be playing Mount & Blade further, and why I found it so very, very disappointing. It seemed a fantastic idea that I was very excited about. I gave it a couple days of playing through the tutorials and training area to try and get the hang of it... but it's just too much of a pain in the rear to bother further with.
The concept is great. The execution was very disappointing. A character's footwork is limited to the four cardinal directions, so they can't even rotate in place -- the natural reaction when a single opponent is trying to flank you. It's how dominating boxers hold the centre of the ring before driving their foes back on the ropes. Worse, you can look around, but the same function that lets you look around (mouse) is the same thing that swings your sword. So as you fight the view becomes increasingly skewed... and there's no key or command to re-centre, which should be the most natural thing in the world. In a fight, you face what you're fighting. Having to spend time jiggling the mouse around just to get a view of what the character's seeing again was very distracting and quite irritating in the action sequences.
Then there's the effect that has on horseback. That in particular was irksome. The character's spine is so flexible that he can be looking back over the horse's rump, but yet turning around to look forward and trying to re-centre the pointer/icon is a chore of swinging the mouse around the screen that wastes precious seconds in a fast-paced situation.
What had the potential to be wonderfully immersive has instead (and I realize there are many here who would disagree with me) proven to be an unnecessary distraction. When I manage to put aside an hour or two from a busy life to relax, I don't want to have to spend that trying to figure out the oddities of a game's controls just to be able to enjoy the very root basics of that game -- I want to play and have fun. Where the game could have been immersive and casual, it's instead time-intensive to learn, demanding that the player learn how to work the controls of the game rather than just sitting down and playing it , experiencing the story and the world that's waiting to unfold. Some people really like that challenge. Most just want to play.
This could have been ameliorated greatly by limiting how far the camera can swing around. Having the character staring out the back of his head doesn't really serve the purpose of immersing people in the story. Having the character be able to accomplish basic footwork, such as pivoting on a heel, makes more sense than having a camera that swings wildly all over the place: wasd are the keys that allow characters to shuffle forward, back, and side-to-side... why not q and e to pivot left and right? You've already got the footwork set in those four keys, why not make it six (taking advantage of natural reach), instead of linking it to a combination of mouse use and keyboard? It would leave foot combat feeling more naturalistic, and free up mouse use.
Finally... this game could benefit immensely from a simple 'centre' command or function. C (replacing the current function), shift + c... whatever. Something that snaps the point of view immediately back to right in front of the character, staring straight out. The camera jostles all over the place whenever riding horse or fighting. Sure, you can practice the controls until that's no longer a pain... but again, for myself, I'd rather have just been able to play the game rather than having to learn the nuances of controlling it.
I think the ideas behind the game are fantastic. I wish all the best to the people who produced it, and hope that they find success with their efforts. There's a great community backing it, who obviously have far less issue with the controls than I do, but I firmly believe that the current state of things will act as an impediment to the potential growth of the game's fanbase. I've no idea if my suggestions will be seen, or if they'll be found to have any value, but I hope the feedback has at least proven useful.
Thanks for your time, and best of luck with your product.