you might come off as a little less hostile if you reined in some of the metaphor.
I laud them as "ninjas" who's exploits are spoken of in tones of awe and I'm coming across as
hostile? I honestly apologize. I never want people to read hostility in my tone unless I explicitly intend it.
If you're complaining about having to learn a new set of commands to play a game, and you can't be bothered to script your own custom commands, then you probably should go back to Call of Duty.
2DeviationsOUt, I wish to explicitly express
great hostility to you. I'm a lifelong Roguelike player, Multi-User-Dungeon player and simulation gamer. I play IL-2 as often as I'm able, and IL-2 has dozens of critical controls completely
unscripted - no default keys, you've got to set them up yourself, and best be hoping you've set keys for opening your canopy, raising your seat, engaging/disengaging wheel chocks and manually cranking up your landing gear if you ever want to look sideways at an F-3F Wildcat. It's even more fun with Complex Engine Management; enjoy setting up keys for mixture control, prop pitch and radiator flaps. Let's not forget bombsight controls; increase/decrease speed, altitude, target altitude, adjust bombsight angle, toggle auto mode. Like most adults with a paying job I can't "study" a game so obsessively that even compensating for UI quirks becomes flawless, unconscious muscle reflex - but you might say I've
scripted a few commands. And unlike a Roguelike, you're using all these keys in
extremely "fast and furious" combat; e.g. "closing with a Bf-109 in a head-on merge at 700 combined MPH" fast, making snap judgements on speed, angles, energy, potential energy and positioning as you think ten steps ahead in about a second and a half.
So try to appreciate just how much it
pisses me off to have you telling me to "go back to Call of Duty." Because I complained about "having to learn a new set of commands." I've got a $40 copy of Shaw's Fighter Combat sitting on my desk - that's a textbook still used to teach
actual fighter pilots how to fly. I learned how to play submarine simulators by reading books written by WWII submarine commanders. "Learn a new set of commands?" Chum, I do
homework for my games.
So when I, of all people, say a particular user interface can be a pain in the ass, you may consider that a statement.
I feel that a lot of the complaints about randomness/interface are actually barely disguised complaints about difficulty.
Despite some very succinct explanations meant to counter that exact accusation:
Yes, we must distinguish between conscious gameplay decisions and unintentional actions input into the program because of human/machine interface issues.
However, this isn't fair. I'm new here, after all; quite likely this is a recurring thread oft filled with the bitter tears of newbies whom did not fathom that the "Living Hell" part of Doom RL was not entirely metaphorical. So even though nobody in this thread is whining about difficulty levels, you just jumped the gun and spoke directly to the typical root of most UI complaints. I get that.
But please understand that not everyone raising these concerns are "new/casuals" who need to "learn to play," and so glibly blowing them off as such while you talk down to them might really, really,
really rustle their jimmies.
I thank you for your consideration.