Lock-on:OK since the lock-on/auto aim debate has come up again I think I should pose my idea on that.
Really I don't understand why people think lock-on is a bad idea, in fact it can HELP the game a lot. But since just saying that isn't enough here are a few points about it
I sure hope people will read past this point and not go
"LOCK-ON = BAAAAAADDD, must destroy!" right away.
How would it work:Mechanics wise, simply hover your cursor over a person or item, hold down a key (or press to toggle, should be selectable in the options) and your character will remain locked on the target (generally on the chest or the center of mass). You can still aim freely, but your view stays relative to your targets position. If you aim slightly left of your target, even if you or your target move, your aim is still slightly left of the target. This means when in combat for example you can freely aim at the arms, legs or head without losing your focus of the enemy.
Also when circling something going left and right means you go around the target while back and forth means you go further away or closer. You could even stay focused on it while jumping for example.
An alternative would be a system where your view always stays locked on the target, but you can move the cursor around freely, and perform attacks by clicking or drawing the cursor along your view, so drawing a line along your enemies head results in a sword strike along that line. That system would pretty much require a lock-on system, or you would be too occupied with keeping your target in view.
To break the lock-on simply let go of the button (or press again if it's toggled) and you again have fully free aim, like in normal game play.
So all in all lock-on would not be a must but a ADDITION to the "normal" fighting/aiming style.
You only lock onto targets that are under or very close to your cursor, kinda like you manipulate objects (picking them up) right now. Since most targets you'd want to lock-on to would be pretty large anyway this wouldn't be much a problem even in relatively crowded fights.
When following someone you could lock-on them too and keep them focused.
You could also lock-on over some distance, for example to talk to someone who stands a bit away (shout an order like "pull that lever").
You can always lock onto something directly under the crosshair, as long as it is in your direct line of sight. Objects close to your crosshair have to be visible to your character (the same way as to NPCs), to lock onto them. In both cases, the object under the crosshair has priority.
The lock-on would break if you loose eye contact but it could be reestablished when you see your target again, as long as you keep lock-on active.
Assisted aiming:When aiming an arrow at someone a bit away you have to correct your aim yourself, that means if that target moves or there's strong wind you can miss or you aim to low or to high. When using lock-on the character could automatically attempt to correct the aim so the arrow will be a "more assured" hit. Archery skill plays a big role here.
As above, if you aim a bit higher, so does the character, allowing a master archer head shots, even on moving targets and at a large distance.
Alternatively it could give you a "target assistance" crosshair that, depending on the environmental conditions and the targets movements and distance, shows you where to aim to and what angle you need, like the character "thinking" where to aim to.
Advantages:Now aside "being easier for combat" there are other advantages for gameplay and even "feeling".
While a lot of people would say "auto aim would kill immersion", I doubt it would be more immersion breaking than the visible HUD and only few mind that now, huh?.
Now of course it does make combat, at least against a single opponent, a bit easier since you don't have to swerve your mouse/cursor around all the time to keep focus. This also allows to speed up combat a good deal since you don't have to manually follow all the time.
Also it allows fast aversion moves, jumps and more complex maneuvers in combat. Plus the mentioned "aiming" which makes trying to hit certain areas on a body easier. You can focus more on your opponent movements which can make blocking, dodging, countering or even counter-attacking easier, you could even disarm your opponent easier. You might not want to use it against multiple enemies, as you'll need to focus on all of them, free aim is probably better.
A personal big plus I see is that it reduces the "FPS combat" feeling where all you do is slide back and forth and side to side trying to deal and avoid hits. Instead this even gives you a feeling of your character playing ALONG with you and not just as a camera on wheels.
Aside making combat faster it can also give it a lot more weight like your characters actually feel like the move rather than slide (with the computer cheating less by suddenly sliding 5 meters backwards and towards you again in one second).
Plus in a crowded fight it would help preventing you hitting your allies. You stay more focused on your opponent and your allies will too probably. That means a bit less accidental hits by allies running in your way and you correcting your aim wrong. (If the game recognizes that you've locked onto an enemy, it tells your allies AI to keep out of the path)
Lastly it would be a good aid in jumping passages, for example trying to jump on a pole or rope, you could target it and just make a run towards it. This would make tedious "jumping puzzles" a lot more bearable.
So all in all lock-on would not be a must, it would be a extra to the game. It would not be very hard to implement, and doesn't need to change standard combat mechanics that much. Here you could really say "don't like it, don't use it" since, without it, it's the normal combat style from the previous games. And if you use it you obviously like it
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