タップストレイフへの方針を開発者が再度表明
開発者のJohn Larson氏の1/7に投稿されたツイートによって改めてタップストレイフの存在は設計上の問題であるという認識を改めて表明しました。
John Larson氏のツイート要約
・タップストレイフの問題はマウスだけが使用可能という事ではない
・タップストレイフの存在は設計上の問題であり、バランス調整の対象外
・過剰なキャラコントロールはAPEX全体のバランスを歪ませてしまう原因となる
・一部のユーザーしか使用が出来ない上に、来ると分かっても対抗のできないテクニックは最大の懸念材料となっている
Marin
以前は予期しない副作用が発生したとのことで調整が止まってたんだよね
【Apex】タップストレイフ削除の延期理由を公式が説明タップストレイフ削除が延期になった理由を公式が説明
9月15日のパッチでタップストレイフが削除される予定でしたが、本日2時ごろAp...
Marin
黙認している訳ではなくて調整する方針は変わってないんだね
John Larson氏のツイート
INPUT TYPES IN APEX
Read: https://t.co/bhxOtKPiWV
— John Larson | JayBiebs (@RSPN_JayBiebs) January 8, 2022
原文の一部(今回記事化したタップストレイフについての部分のみ抜粋)
Make tap-strafing accessible on controller:
Even before reading the rest of this, I encourage curious minds to revisit my MOVEMENT TECH AND MOBILITY IN APEX twitlonger, as our stance here is pretty much the same.
My gripe with tap-strafing isn’t that it’s only accessible by MnK. As I mentioned in the post, it exists as a design problem (not a balancing mechanic) where the lack of readability and how it compounds with movement abilities are the biggest causes for concern. Take something like Path grapple, arguably the highest skill-ceiling ability in the game. There are identifiable cues and constraints where players can learn, “If grap attaches at x point and Path is moving in y direction, he’ll move roughly along this arc.”
In most trivial examples, sure, I can learn a player will tap-strafe around corners to cut off LoS faster. But add things that enhance mobility, and learnability and counterplay quickly become clouded. If a sweaty Path is grappling near me with a shotty, I know the tap-strafe into my face is coming, but even with the quickest of reflexes how can I improve my chances? And aside from the fact that I’m slow and washed up, mobility creep is a real concern. If something feels good (i.e. movement in Apex), doubling down on that too much can warp gameplay in the grand scheme of things.
Even before reading the rest of this, I encourage curious minds to revisit my MOVEMENT TECH AND MOBILITY IN APEX twitlonger, as our stance here is pretty much the same.
My gripe with tap-strafing isn’t that it’s only accessible by MnK. As I mentioned in the post, it exists as a design problem (not a balancing mechanic) where the lack of readability and how it compounds with movement abilities are the biggest causes for concern. Take something like Path grapple, arguably the highest skill-ceiling ability in the game. There are identifiable cues and constraints where players can learn, “If grap attaches at x point and Path is moving in y direction, he’ll move roughly along this arc.”
In most trivial examples, sure, I can learn a player will tap-strafe around corners to cut off LoS faster. But add things that enhance mobility, and learnability and counterplay quickly become clouded. If a sweaty Path is grappling near me with a shotty, I know the tap-strafe into my face is coming, but even with the quickest of reflexes how can I improve my chances? And aside from the fact that I’m slow and washed up, mobility creep is a real concern. If something feels good (i.e. movement in Apex), doubling down on that too much can warp gameplay in the grand scheme of things.
【Apex】開発がタップストレイフの変更について『改めて』理由を説明タップストレイフ削除は延期
タップストレイフ削除は延期になりました。
http://apexlegends-leaksnew...
【Apex】タップストレイフ削除について開発が8300文字で声明を発表タップストレイフ削除は延期
タップストレイフ削除は延期になりました。
http://apexlegends-leaksnew...
【速報】タップストレイフ削除後の『仕様』について開発が説明
タップストレイフ削除は延期
タップストレイフ削除は延期になりました。
http://apexlegends-leaksn...