Ben Curtis
Insider
I totally agree. I think maybe i'm not explaining well enough how camera-lock and target-lock are different.Users\<username>\AppData\Roaming\Exanima\Exanima.cfg
CamFollow = 1
It works fairly well against a single opponent. But if you ever come across two opponents attacking you from different sides, you will get completely wrecked.
What was before a straight line, now becomes much more complicated.
Let's say you want to move your cursor to block an attack from an enemy on your left. But when you start moving your cursor to the left, the camera starts rotating. Suddenly the point you wanted to move your cursor is in a different position on your display. These things happen very fast, precision is important when blocking, and it's hard to correct your aiming with a rotating camera.
And it's even harder if you have to alternate between blocking attacks from different angles.
I understand that the main problem is that for some people it's hard to process movement when the camera is not behind the back of the character. But the solution is not putting yourself into an aerotrim.
You can just use the 'space' button to center the view behind the characters back. Things are much easier with a stationary camera. And if you are getting out of your comfort zone and have to rotate the camera, just look at the enemy and press space again. (It's very important that you don't hold space down while attacking!) This way you can always see your character from behind, and you don't have to deal with the camera flailing around when you are blocking/attacking.
So Camera-lock would be where you move the cursor, and the camera tracks your cursor like you describe above. This would be bad for all the reasons you name above.
Target Lock camera... would mean you point your cursor at an opponent you want to target and then hit say Q. When you hit Q, the camera switches from being stationary to tracking your opponent, not the cursor like it does when you hold spacebar. Just like how the camera works in say Grand Theft Auto or Dark Souls but from a more overhead perspective - before the flaming starts let me explain how you keep precise cursor-based combat with this camera system.
So the camera constantly adjusts and repositions so that the opponent is always dead center in front of you. The cursor is still free, you can still move it around and it can even reorientate your character along with it, but maybe your head should stay on the opponent.
If the camera moves, your cursor doesn't move with it, it's always locked to the relative position of your character, rather than moving with the camera. At the moment you have to do this manually from time to time in a fight, or just deal with the awkwardness.
This way, you can side step around your opponent and circle them, at the moment the controls conflict a little bit if you want to sidestep around someone while swinging at them. You could still move within 360 degrees of freedom just like you can now, with the exception of turning to face.
If you wanted to turn and face another opponent you could move the cursor outside of the targeting area, or press Q to switch to the next one, at which point the camera would reorientate itself to face the other opponent, just like you would do manually with the way it currently works. You could even make it so only the camera repositions and you have to readjust the cursor yourself.
Some people have said why do this, because they can get on with it just fine. That may be the case, and it is with me, but I bet that all of you have a prefered setup for swinging, because of the way mice work making nice arcs and precise movements is easier when the arc tracks your elbow, ie. when the camera is over the back of your character.
With one extra key command, you negate the need for any mid-fight camera repositioning, and always have the optimal angle (opponent dead center) to fight in exactly the same way you do now. The control scheme doesn't change at all, you still have tank controls and W & D circle you around the opponent (if this didn't work you could still make it so that they move relative to the opponent, but right now if you keep tapping S and hold D for instance, you can move at varying degrees of to the right and back). All this does is reposition the camera for you as you play, which will feel natural as you're circling an opponent
In most combat situations, with up to probably three opponents this would work nicely I think. In the game if an opponent ends up flanking you, you always turn to face or you get hit. This would still be the case if target locked, the camera would reorientate but the cursor wouldn't, you'd just have to move it into the center.
If you could keep all the precision of combat, keep the degrees of freedom, but just make it so that you are in that ideal comfortable camera setup, then I think it would be better for me personally. There's no reason you couldn't make target locking optional, other than an increased overhead to maintain it as development continues. I think that overhead would pay off for the devs in review scores and sales.