The-Errorist
SVER True Blood
840
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Posted - 2014.11.06 19:42:00 -
[1] - Quote
Basically a revival of this thread.
The PlayStation-ĞMove implementation in Dust 514 needs lots of improvements and is not a viable alternative controller for infantry and vehicle combat.
Here's a TL;DR Version of what could be done to make Make PS Move better:
***Add Dynamic deadzones***.
Add gesture sensitivity options.
Add quick, modal, and focal turn modes for PS Sharpshooter AND vanilla Move.
Being able to set the Max turn speed deadzone
Having a 0 deadzone border actually set no deadzone.
Lower possible sensitivity settings.
Add weightiness to reduce the jitteryness.
Adaptive zoom option for ALL controllers.
Different sensitivity settings for when ADS.
Customizable button controls.
Fix usability bugs
This is how I want the default move controller to work. ---
{Long version}
[Problems and fixes]
No movement input is taken when the the weapon wheel is open.
Large turrets are useless, as our movements do not hang ... (while small turrets work very well.)
A lot of people feel that the PS Move is to sensitive, resulting in jittery movements; the controls are also jerky, there is little transition from one movement to the next, no momentum. It needs to gradually move from slow to fast as you move it, as if it has some initial inertia to overcome.
On the Playstaton Move settings page on the deadzone settings section, the 0 height and width settings aren't actually giving 0 height and width deadzones.
Another problem with the PS Move is that you have to move the cursor far from the center to get a good turning rate since the maximum turn-speed deadzone width is roughly at 120. Being able to change that to a smaller number would help users who have that problem, be able to fix it. That solution wouldn't affect PS move users who are fine with the current system.
Fixing these three problems will allow users to tweak the move so turning and aiming would be similar to using a regular controller and while scoped. This would also allow users to set the move controller to have a fixed cursor, so it moves the camera and the cursor at the same time.
To further improve the PS Move experience, these turning options should be added:
Dynamic deadzones has the bounding boxes dynamically redrawn when you stop turning to the new cursor location.
Heres a detailed analysis that shows focal, quick, and modal turn options for the PS Move work.
These could be set to be activated by pressing L1+L2 (or any other combination) or on all the time for modal and quick turn modes. If no turn mode is set or if a turn mode is set to on all the time, L1+L2 should be able to lock the camera.
Quick turn mode maps camera angle directily to the move one, so it's basicly like its a mouse.
Modal turn mode sets a super small deadzone.
Focal turn mode spawns a tight deadzone wherever you are pointing and is resettable.
Here is another vid of how modal turn mode always on would be.
--- Dead Space Extraction, Killzone 3, and Socom 4 had the best PS Move implementations. Hopefully Dust 514 devs can learn from them and make something truly amazing.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
844
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Posted - 2014.11.06 19:52:00 -
[2] - Quote
Jadek Menaheim wrote:If the goal is to port 'Dust' to PC, I don't see them adding much more support for a niche PS3 peripheral, even though I would like to use mine more. You can use PS Move on Linux, Mac, and Windows already.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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