BansheeXYZ wrote:I disagree with the people who say "we need vanilla options" for profound mechanical problems. We don't need to steal away the cursor from mouse-look to click on a button. It was a ridiculous design choice. Seriously, what next, are we going to have options to fall into the void? If you want to keep the HUD as a hotkey reference by simply overlaying an "S" onto the steal graphic (for example), then that's fine. But this isn't DOSBox, it's a modern engine of Daggerfall.
I like the idea of making click-and-hold "look" at things.
I've also made a suggestion in the past to get rid of the locking the viewpoint on weapon swing animations. Please look into that, it would make swinging/firing while strafing a million times better. This is also, of course, how modern first person games behave.
What I'm aiming for is classic gameplay with light quality of life enhancements. I'm trying not to change too many things that are fundamentally Daggerfall. Sometimes I listen and create an option, other times I just do what I believe is best. For example, I don't have options to turn off scrollbars or mouse wheel support in UIs (and yes people have requested that) but I do have options to turn off tooltips. It's all a matter of degree.
Simple dabs of grease on things like quality text take a few minutes and have no great impact. Likewise, using fullscreen and mouse-look by default is an obvious choice, these were even options in the original game. But totally overhauling weapon mechanics to give player more freedom of movement is a huge job that fundamentally changes the nature of Daggerfall's combat right down to enemy speed, AI behaviours, and damage mitigation. These are not equal propositions for a toggle.
For what it's worth, I would also enjoy a modernised weapon setup. But this change more properly belongs in a mod or total modernisation fork of the project. It's not something I'm planning to implement at this time, I'm sorry.
On a related subject, I've been playing a lot of VR games lately. It's uncanny how much Daggerfall's combat feels like a roomscale VR game someone demade for 1996.