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Why people who use controllers don't have a proper mouse adaptation?


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Why is it easy to say but not do?

Dragon Age Inquisition 

Where you can move a scope over the ground and mark an enemy, place a wall of ice on the scene and position your party members in strategic locations, while the game is in tactical camera.

The Telepoof could be a mark on the floor where you could decide where to go.

And even though this example isn't dynamic, as it's a mode that can be switched between standard gameplay and tactical camera, there are other analog stick examples.

Screenshot_20220326-101551.thumb.png.58b0a980ce981e545cfab21530d29dd8.png

Lego games have a crosshair type.

Like the first lego batman game (and most [I think] games in the lego franchise).

However, in this one, the character remains immobile when marking his targets, which in DST is not interesting.

Screenshot_20220326-100907.thumb.png.c40ea5e3ea03e54f893958e4a2510b2d.png

And in Avatar - The Last Airbender: Into the Inferno. To be able to bend elements or throw objects there is a aiming mechanic with more depth and freedom to interact with the environment.

Screenshot_20220327-152308.thumb.png.e78b76b92c0fa84eb9bb36736cf8a7f8.png

OKAMI has it too, then? (I don't know, I'd just like to bring up this discussion).

Spoiler

Screenshot_20220326-101845.thumb.png.727ceac8af207e2adea35483608fd633.png

Forget OKAMI, I was just having a hard time thinking of a better example.

EDIT:

I forgot to mention that the fact that the DST camera is somewhat "Fixed (even if at various angles) " moving a character and a crosshair at the same time doesn't seem to be a problem.

Also, it's not as if this crosshair was present all the time, just if that was the player's intention.

Thanks for reading.

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