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Thanks! That's a good observation - I think in original EQ the camera is always perfectly following the player's back instead of being on a slight delay like IdleQuest. The actual 3D running around is a newer part of the project that hasn't been very fine-tuned. For most of its existence the 3D was just sort of a screensaver, and all the interaction happened in the UI instead of clicking on targets.

Scrolling in to use first-person, or clicking the view button to toggle it, might make your life easier in small spaces. This was true in original EQ, too.

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