GGG refuse to Add WASD to POE1
| " Haha fair question but no. The part that actually matters is really just the new character models. In theory they could implement those models into PoE1 right now. However, since not all MtX works with those new models yet, lots of people would lose access to some of their MtX until it was finished and that would piss a lot of people off. So new character models are the technical hurdle to implementing WASD in PoE1, but finishing porting MtX is the business hurdle. |   | 
| " I just don't see how this makes any sense from a programming standpoint.....the model is just what it is: a model. A block. A "picture" if you will. The reason why its so much work for them to port the mtx from PoE 1 into PoE 2 is exactly for taht reason: they need to take all the things that were designed for PoE 1 and make them work within the NEW environment that is PoE 2. It has to interact with all the rest of the programming consistently and evenly. The model doesn't determine how "movement" works. It doesn't determine how the "environment" works. It doesn't determine how skills function, etc. ALL of that plays into implementing WASD. And all of that remains an impediment: new models from a different game or not. A brand new character model isn't suddenly going to be able to function in ways that contradict all the rest of the programming underlying the gameplay or the environmental blocks. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Oct 22, 2025, 9:46:45 PM |   | 
| " You're overlooking that its code stacked on code stacked on code held together with bubble game. You want them to implement a new movement system and hope the bubblegum keeps it together. They're going to work on it from multiple directions to make sure that once they start implementing it, nothing else breaks and that they're not wasting unnecessary resources by getting half way done and abandoning it. They obviously feel the character modeling matters when discussing how the movement looks to us on this end. They want to make sure it's all ready. Last edited by Relationship#0359 on Oct 22, 2025, 10:36:23 PM |   | 
| " hehe.....I'm not overlooking that....that is literally exactly what I'm pointing to. It's that exact "code on code on code" that caused PoE 2 to necessarily become a separate game. You highlighted the PRECISE problem that I am referencing. It's not that I want them to hope the bubblegum keeps it together, that's what YOU guys are arguing for and why it simply doesn't make sense. I am on the exact opposite side: that the bubblegum CAN'T hold it together and they aren't about to change every layer of code to MAKE it work. Hence....PoE 2 and not PoE 1+2. Even GGG basically described exactly this scenario. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Oct 22, 2025, 10:48:41 PM |   | 
| " They could have revamped the entire game completely, it just wasnt cost effective so they made a new game. But it was more than that there was a different vision for PoE2 they realized that due to that vision making PoE1 into something it's not isnt fair to the current community. So they decided to split it. They originally thought the new rigging wasnt feasible to "update" in PoE1 but with porting the MTX over into PoE2 they realized they can. The reason they are doing it the long way is because the Bubblegum cant keep it together which we agree on. BUT what I feel is getting lost in our communication is, what was once viewed as not cost effective at the time is now a lot more cost efficient because how much work they've already had to do in rigging MTX over to PoE2. By doing all this work for PoE2 they're coming up with solutions to fix all these coding issues with PoE1. Which is the center of our conversation. |   | 
| " Model is an oversimplificationI used for a more general understanding. It's actually the entire character rigging system with different bones as I understand it, and an entire new animation system around it, the updated equipment rigging, and then also the updated models. The big hurdle they've described that prevents new cool abilities (especially melee they've said) is that animation system. That animation system is something they consider to be very important for WASD implementation. I'm not sure the exact specifics of why but I imaging the turning and related movement animations in the new system are smoother and more dynamic. You're also correct that one it's completed in PoE2 it won't be as trivial as dropping the new code into PoE1 site unseen. It will take time and effort for sure. Just a lot less time and effort than starting from scratch or trying to modify the existing system in PoE1. At least, that's what they believed when they went this route. This is just me sharing what they've been saying in interviews. |   | 
| " Probably because it sucks and is inferior to mouse. |   | 
| It used to have wasd support! It was bad, I don't blame them for yoinking it until a better solution can be implemented. Innocence forgives you Last edited by SilentSymphony#3358 on Oct 23, 2025, 2:29:28 PM |   | 
| " BASED and mouse pilled... I don't know why all deeznerds want WASD for absolutely no reason... Mouse is vastly superior, left hand is already busy enough on poe anyway |   | 
| " Well they confirmed its a rigging issue. |   | 




















































 
                        