I would say that there can't be that in a dungeon crawler; they were designed to show off the mouse.Azel wrote:You're probably right, but in my opinion that is "making something hard for the wrong reasons." Example: right now we can find hidden wall switches by looking at specific differences in a brick. This allows for quick scanning of walls. However, imagine if the game eliminated this and "every single brick on a wall" had the potential to be a hidden switch?? With zero identifying marks, patterns, or blemishes to help identify a switch? That would be making something hard for the wrong reasons.Isaac wrote:I think that the real ~honest~ reason for the lack of those hotkeys is that it's ~deliberately~ meant as part of the challenge. The very concept of making it easier with dedicated hotkeys, goes against premise. This would be my assumption; based on crawlers in general, and past dev comments. They would have to comment whether it's accurate truth.
There is slightly too much emphasis on using the "mouse" for absolutely everything in this game. An even balance of mouse/keyboard during combat would add a level of sophistication. Just my opinion tho
*It was the hotkeys that ruined Eye of the Beholder ~somewhat; while I too (and most everyone else) do use the movement keys for convenience... were we all restricted to the mouse-movement buttons, then the infamous 'square dance' in combat would be nearly impossible to pull off consistently; it is managed by clicking attacks ~practically while moving; by using hotkeys and the mouse attacks at nearly the same time.... but were the game played with the mouse ~or~ keyboard [instead of ~and~ keyboard], then players could not both move and attack.
In EoB, there was a hotkey for 'use'; as in press the button... whether it was hidden, or plainly visible. It meant that all you had to do was press the key, and the wall was checked, and/or the button was pressed.
While it's certainly possible, and seems like an improvement... I think that in practice, the fact that there is a slightly visible button at all, is sufficient; counterintuitivly... having to carefully scrutinize every wall for the tiniest differences ~or no differences (with manual pressing of stones), would quickly shift into the realm of un-fun, and make secrets become consistently missed by all. The point is not to have an invisible button, but instead is to have a noticeable difference to spot ~maybe; I have seen experienced modders pass by secret buttons as they are. Players should be able to see them in passing, and especially when directly scanning the wall in front of them. To do it such that secret buttons would be hidden until randomly press by chance, is to needlessly complicate things, and makes secrets a chore.
*That's not to say that I wouldn't prefer it at the top difficulty level seen in the deepest dungeons... but IMO there are usually only two times when one should include a truly indistinguishable button or passage; and these are if they have implemented PC stat checks ~having that PCs can notice and point these thing's out; or for when the player is meant to be trapped in a small space, and must find it by process of elimination.