Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Youknowutimsayin
196
|
Posted - 2012.06.26 20:19:00 -
[1] - Quote
I can't seem to keep the cross hair centered.
Switching the setting to 70 70 70 100 allows me to at least control the cursor and my toons movement, but the cursor loses center shortly after calibration, and I end up aiming at the floor to avoid my toon looking at the sky. |
Youknowutimsayin
196
|
Posted - 2012.06.26 20:31:00 -
[2] - Quote
Some dev input would be nice here, 80 80 70 seems to be a sweet spot, but its good for about 10 seconds before the cursor just wanders upwards. |
BorrowedTime TM
Algintal Core Gallente Federation
44
|
Posted - 2012.06.26 21:12:00 -
[3] - Quote
I think it would help big time if we could reduce the size of the bounding box too. |
Booker DaFooker
Seraphim Initiative. CRONOS.
69
|
Posted - 2012.06.27 00:30:00 -
[4] - Quote
agree, zero deadzone setting still seems to cover three quarters of screen and the animation of the gun doesn't move as you point around the deadzone so that sometimes you can't actually see your target as the gun is in the way! Also, turn speed is so slow, this really needs speeding up to be able to compete in any shape or form |
Brahma El Indio
1
|
Posted - 2012.06.27 09:04:00 -
[5] - Quote
Yeah some awful issues here...
The calibration is lost between the merc quarters and the battle...
For example, holding the move controller pointing at camera and keeping the cross hair at around thirty percent down from top edge of screen (typical headsot height) in the quarters....then when I join the match and spawn, holding the controller in exact same position, I spawn pointing at the floor with my gun......so I recalibrate and slowly same issue returns while running....the calibration is lost...
For the short time I played, I ended up having to point the move controller vertically to move it on screen...awful....
Maybe they need to do the calibration like MAG, across two diagonals as opposed to one....
I played around a little with the settings but I found them to be quite confusing as the only place to test it is in the quarters as there are not many safe spots to test in game...
A shooting range would have been nice...
Anyway I'll give t more thorough use over next few days but early impression is that it needs a lot of work.... |
Ourors
Doomheim
130
|
Posted - 2012.06.27 10:19:00 -
[6] - Quote
same issues they should just copy and paste killzone 3's implementation code, that was perfect. sony could probably hook up the licenses |
Brahma El Indio
1
|
Posted - 2012.06.27 14:48:00 -
[7] - Quote
Can we get some Dev love please? |
II Mostro
1
|
Posted - 2012.06.27 21:56:00 -
[8] - Quote
Havent even tried it yet, as soon as I saw the button layout I tweeted Cmnd_Wang to say that the Sharpshooter is useless if Jump is left on X. Like the layout in KZ3 Jump needs to be on Squ. and reload on X or pump or twist. With Jump on X you can not be in motion and trigger a jump...personally I've never found much use for only being able to jump up and down in one spot. The current layout would work fine for just using Move without the Sharpshooter but who the hell would do that. |
Brahma El Indio
1
|
Posted - 2012.06.27 22:52:00 -
[9] - Quote
I got no issues with layout its the basic calibration that needs to be fixed first, before we talk about button reassignment...
I don't use sharpshooter.....
I jump using x on move controller.... |
Brahma El Indio
1
|
Posted - 2012.06.28 08:01:00 -
[10] - Quote
Bump move payers need dev love |
|
Ourors
Doomheim
130
|
Posted - 2012.06.28 10:45:00 -
[11] - Quote
Brahma El Indio wrote:Bump move payers need dev love we are not likely to get much, im sad to say |
Brahma El Indio
1
|
Posted - 2012.06.28 10:58:00 -
[12] - Quote
We will get attention....the is a beta...they cannot go gold release with the way it is...it is horrible right now, not worthy of the move logo...
They will have to fix it....
I played MAG today, despite all the gripes, the move implementation is superb except the knife.....
Dust has to improve....
This basic calibration issue must be resolved...
Cm on devs show us some love |
Trinciatore92
0
|
Posted - 2012.06.28 15:36:00 -
[13] - Quote
please add combo pad+move i don't have a nunchuck :(
|
Volantis Mars
Crux Special Tasks Group Gallente Federation
7
|
Posted - 2012.06.28 17:25:00 -
[14] - Quote
I have my Eye setup on top of my TV, so it's sitting maybe 5 feet off the ground. I'm about 6 foot tall so I'm above the Eye by a foot or so. My first few matches like this (using 70 70 70 100) were utter garbage. The cursor kept wandering, sometimes a little and sometimes a lot. I re-calibrated the move via the XMB and in game (multiple times). I finally moved the EYE under the TV and started sitting on the floor. It's not great but it worked a hell of a lot better.
One complaint I have is that there are no separate sensitivity settings for when scoped. This is a must for those who use ARs as I find myself switching between scoped and shooting from the hip quite a bit.
One last odd thing I noticed was that right when I enter the game, I'm prompted to calibrate my Move controller. After doing so, I have a small crosshair when navigating around my MQ. The sensitivity and responsiveness of this small cursor is much better than the one in game.
Overall, Move support could use some work. The whole system is notorious for cursor wander but I haven't seen it this bad in other games.
EDIT: I almost forgot, using the Sharpshooter, the square button will reload just fine, however in most games, cocking the piece that holds the nav controller will also reload. Instead it is tied to fire. Also, how do you use a knife with the move? Most games require you to jerk the controller forward however that doesn't seem to work. |
Flame Highsea
Doomheim
28
|
Posted - 2012.06.28 21:15:00 -
[15] - Quote
Bump |
Nova's Knife
Seituoda Taskforce Command Caldari State
20
|
Posted - 2012.06.28 22:30:00 -
[16] - Quote
Just so you know, you don't need to bump. I promise you that they will see this even if it isn't bumped.
Personally I have had no issues calibrating. There is some drift but that happens in every move game ever. Some of you mentioned you are pointing the move at the camera. This is generally a mistake I've noticed and generally fubar's your calibration faster. I keep my move camera below my monitor and I sit about 4-5 feet away. There is some drift, but I've never ground it as bad as what is being described above.
Maybe it's the Voodoo, though. |
Bwooticus Hipocraticus
7
|
Posted - 2012.06.28 22:40:00 -
[17] - Quote
These move controls are trash. No way around it. When you have zero deadzone your view should slowly start to turn as soon as you are no longer pointing ahead. The deadzone is way too big. And you should be able to move closer to the edge of the screen for maximum turn. Also you need to be able to slighty move the scope around so you can fine tune your aim. And please leave an option for x to jump. Some of us dont like the sharpshooter. You will have to make a gun movement animation so the gun tracks to the curser. And leave the cursor on the screen when you are running. Also there is a bug in mq where there is a certain distance between slightly turning and maximum turn where you stop turning all together. Please get a dev to talk to sony and find out how killzone three handled it. And please dont drop support for it. But at the moment untill it is updated it is unplayable. |
Ourors
Doomheim
130
|
Posted - 2012.06.28 23:05:00 -
[18] - Quote
Nova's Knife wrote: Some of you mentioned you are pointing the move at the camera. This is generally a mistake I've noticed and generally fubar's your calibration faster.
and the alternative is..........? |
Bwooticus Hipocraticus
7
|
Posted - 2012.06.28 23:14:00 -
[19] - Quote
Ok emotion got the better of me. I apologize for calling the implementation trash. I'm not a dev and couldnt even begin to do their job. The rest of the update is completely awesome, and i LOVE Dust. Please dont lose heart to emotional idiots like me. Of course the actual feedback still stands please work on it. If it is a good implementation i would even pay aurum for it. |
Ourors
Doomheim
130
|
Posted - 2012.06.28 23:40:00 -
[20] - Quote
Bwooticus Hipocraticus wrote:Ok emotion got the better of me. I apologize for calling the implementation trash. I'm not a dev and couldnt even begin to do their job. The rest of the update is completely awesome, and i LOVE Dust. Please dont lose heart to emotional idiots like me. Of course the actual feedback still stands please work on it. If it is a good implementation i would even pay aurum for it.
sorry bro, but it is truthfully a sloppy implementation, apologizing isn't going to make them fix it faster the rest of the update is quite nice, yes but the poor forgotten move controls...
maybe they didn't have the acceleration drivers properly implemented yet, so said "**** it" and just used the bare lightball tracking code as a stopgap
can't know much without any dev statements
|
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |