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Thread: Camera

  1. #1
    Player
    SavEtyre's Avatar
    Join Date
    May 2014
    Posts
    7
    Character
    Sav Etyre
    World
    Faerie
    Main Class
    Archer Lv 50

    Camera

    There are 3 main points I would like to bring up here, the available camera angles, the limited zoom out, and the mob selection based on camera location.

    The first one is a bit of a personal preference, but there is a limit on how far you can tilt the camera up in third and first person view. A player cannot look straight up. This limitation seems rather absurd considering there are some instances one would like to see higher than the limited point. The top of Syrcus Tower is one such place; even out in the open it would be nice to see the stars directly above.

    The zoom out is more functional than the previous; many fights are hindered by not being able to see the surroundings better. In some turns of the Binding Coil certain mechanics are not readily visible due to positioning and camera zoom. I admit being knocked from the vessel during the Leviathan Ex fight trying to see where the spout is appearing. If there are reasons or limiting the zoom out, I would love to know.
    (1)

  2. #2
    Player
    SavEtyre's Avatar
    Join Date
    May 2014
    Posts
    7
    Character
    Sav Etyre
    World
    Faerie
    Main Class
    Archer Lv 50
    The last one is one of the worst mechanics within the game, probably my most hated function: When a mob is right in front of your character, and you cannot target it because of the camera angle blocking it from selection. This happens in virtually every area I have been in, and the mobs are not targetable via cycling through mobs, or clickable with the mouse. I can see some reasoning as to why this is implemented (pulling through walls being foremost) it is problematic to many players. Tam-Tara Deepcroft even has a few spots where it is a blind spot in the middle of a hallway, can't select something despite no camera occlusion, as an example. This problem also happens with doodads or parts of the walls of dungeons and terrain, camera falls behind a tree or a bit of torn tapestry, and nothing is targetable.
    (1)

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