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Ourors
Doomheim
130
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Posted - 2012.06.27 05:40:00 -
[1] - Quote
no idea who you guys got coding the move controller integration, but they got it completely wrong.
i calibrate the sensor just fine but it often has an enormous right and down bias which i cannot account for (even after dozens or recalibrations). this was with the shooter perihperal as well as the bare move controller, at 2 feet from the screen and then 6 feet, always completely inaccurate calibration.
Often times i'd need to hold the shooter peripheral at almost 45 degree upward in order to have the pointer center on the screen vertically (like i'm aiming at the screen, if the screen were suspended about 4 feet above where it currently is).
i don't expect a fix any time soon, since very little resources are usually spend on the move (it seen as a failed peripheral, mostly because of terrible developers that can't really implement it correctly) |
Citpaan Hacos
BetaMax.
23
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Posted - 2012.06.27 08:26:00 -
[2] - Quote
While I don't agree with the tone or expectation, I can report I'm having a similar problem with the calibration results. |
Brahma El Indio
1
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Posted - 2012.06.27 09:07:00 -
[3] - Quote
I had to hold the move pointing at the ceiling not at my screen, because the calibration keeps wandering....it needs a lot of work |
Ourors
Doomheim
130
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Posted - 2012.06.27 10:07:00 -
[4] - Quote
Citpaan Hacos wrote:While I don't agree with the tone or expectation, I can report I'm having a similar problem with the calibration results. uh oh, is that the whole 'entitlement' argument i hear in he background?
either way, this implementation is pre-alpha at best, waaaaay too glitchy for this late in development. again i suspect it was essentially tacked on |
Staff Sergeant Steve
3
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Posted - 2012.06.27 11:35:00 -
[5] - Quote
Ourors wrote:Citpaan Hacos wrote:While I don't agree with the tone or expectation, I can report I'm having a similar problem with the calibration results. uh oh, is that the whole 'entitlement' argument i hear in he background? either way, this implementation is pre-alpha at best, waaaaay too glitchy for this late in development. again i suspect it was essentially tacked on
are you serious? dust will never be a finished game. even when it's released, there'll be new features. This is a beta, we are the testers, we are testing what is right and wrong, a couple of the guys in IRC aren't having your problems so you could be the minority. you can't assume they did a sloppy job just because it doesn't work for you, things like this can only be found through mass testing. |
Ourors
Doomheim
130
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Posted - 2012.06.28 19:46:00 -
[6] - Quote
Staff Sergeant Steve wrote:
are you serious? dust will never be a finished game. even when it's released, there'll be new features. This is a beta, we are the testers, we are testing what is right and wrong, a couple of the guys in IRC aren't having your problems so you could be the minority. you can't assume they did a sloppy job just because it doesn't work for you, things like this can only be found through mass testing.
this is extra ironic considering basically everyone else has having enormous issues with the move controller. the ONLY PERSON to positively mention the move implementation is that nova knife guy, and i can only assume he's using some voodoo, or is very easy to please |
DrizzCat Sarum
B.O.O.M Obsidian Mining Coalition
7
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Posted - 2012.06.28 20:08:00 -
[7] - Quote
Ourors wrote: this is extra ironic considering basically everyone else has having enormous issues with the move controller. the ONLY PERSON to positively mention the move implementation is that nova knife guy, and i can only assume he's using some voodoo, or is very easy to please
Or he's doing it right and everyone else is doing it really wrong. |
Ourors
Doomheim
130
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Posted - 2012.06.28 20:47:00 -
[8] - Quote
DrizzCat Sarum wrote:Ourors wrote: this is extra ironic considering basically everyone else has having enormous issues with the move controller. the ONLY PERSON to positively mention the move implementation is that nova knife guy, and i can only assume he's using some voodoo, or is very easy to please
Or he's doing it right and everyone else is doing it really wrong.
statistically, that's very unlikely it would also mean he's calibrating it in a specific, non-intuitive way, which he's claiming he isn't, it's all very strange
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Flame Highsea
Doomheim
28
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Posted - 2012.06.28 20:56:00 -
[9] - Quote
MOVE Really needs Fast update. This is really not working at all..!
Aim/sight is towards clouds even in war room when waiting to battle.... several recalibration tryouts and different Move sticks.. and still poor as.. :( Really big minus!
Totally unplayable :( :(
Merch room/ one we are in beginnig was spinning like tornado too.. so not able to walk around, good we can enter skills and fitting trough buttons too :/
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Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2012.06.28 20:58:00 -
[10] - Quote
Turned off my Move after 20 seconds. The calibration was way off even before i got out of the menu! The problem could be a couple things : The game could have screwy code dealing with all the sensor data as well as the Eye feed. It could be ignoring the controller sensors altogether, and only tracking the lightball (twisted controller to test this, and it seems to be the case) It could also be the calibration only taking one diagonal as others have said. Or it could be that motion controls are cursed in this generation. |
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
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Posted - 2012.06.28 21:18:00 -
[11] - Quote
Yea, I walked into this hoping it would be a better answer than the worthless controller as a bridge to get me to the mouse and keyboard, but this is horrible.
I've had pretty positive past experience with the Sharpshooter, specifically with Goldeneye, and this calibration is wayyy off.
Not to mention, whats with 0% deadzone not being no deadzone?
Also, most games implement 2 different deadzones, one for ADS and the other for everything else. |
Nova's Knife
Seituoda Taskforce Command Caldari State
20
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Posted - 2012.06.28 22:24:00 -
[12] - Quote
Ourors wrote: this is extra ironic considering basically everyone else has having enormous issues with the move controller. the ONLY PERSON to positively mention the move implementation is that nova knife guy, and i can only assume he's using some voodoo, or is very easy to please
Confirming I am a practitioner of Voodoo.
I have had no issues calibrating and playing with the move. My woes with the move are related to the deadzones/turn radius. It is pretty goddamn awesome to rock a HMG, forge gun, or sniper with the move, though. It's just a nightmare to use in CQC. |
Brahma El Indio
1
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Posted - 2012.06.28 22:40:00 -
[13] - Quote
Nova's Knife wrote:Ourors wrote: this is extra ironic considering basically everyone else has having enormous issues with the move controller. the ONLY PERSON to positively mention the move implementation is that nova knife guy, and i can only assume he's using some voodoo, or is very easy to please
Confirming I am a practitioner of Voodoo. I have had no issues calibrating and playing with the move. My woes with the move are related to the deadzones/turn radius. It is pretty goddamn awesome to rock a HMG, forge gun, or sniper with the move, though. It's just a nightmare to use in CQC.
Can you describe your settings, environment?
For example, I have the move camera under the TV , I sit about 7 feet away and the room is dark...I used 70/70/100 and other settings but the basic problem is that he calibration is always lost...
Eg pointer mid screen in merc quarters becomes gun pointing at the ground in game, despite the controller being in the same position in hand....
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Bwooticus Hipocraticus
7
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Posted - 2012.06.28 22:54:00 -
[14] - Quote
I didnt have calibration issues. I think well lit is better than dark and brite lights behind you can screw it up too. But everything else needs lots of work. This is a beta and i hope the devs will continue to work on move support but the deadzone needs to literally be zero percent, not 2/3 of the screen at zero percent. With smoother turning acceleration, gun animation that tracks the curser, scoped modes that show the scope moving, and leaving the cursor on the screen when your running we could be moving in the right direction. |
Ahnaran
13
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Posted - 2012.06.28 23:04:00 -
[15] - Quote
I can confirm what most other are saying, major issues with move calibration, even trying to compensate for the offset I seem to get it doesn't work very well. I was able to get it usable calibrated a few times, but when I did it seems to drift over time, such that it was nearly unusable again within a few minutes. Also, I agree that it seems to only track the ball on the move controller, which causes things to lose sync easily if you even shift your stance slightly.
Past those definite technical issues, the deadzone settings seem to do little to nothing (maybe not even implemented yet?), which is annoying since the default deadzone is rather large, making it difficult to play. Also, the way scoping is handled is currently unusable. There should either be a visible cursor within the scope, or no deadzone, as opposed to a seemingly invisible cursor that uses the existing deadzone to move the viewport, making aiming an impossibility.
Having used my sharpshooter with Killzone 3 and other games before, I know this can work right and be very fun, it seems it just needs quite a bit of work. Maybe sony can support you better in the matter? A good experience with the sharpshooter is something i'm definitely looking forwards to, so I hope this working by launch :) |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
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Posted - 2012.06.28 23:50:00 -
[16] - Quote
Nova's Knife wrote:Ourors wrote: this is extra ironic considering basically everyone else has having enormous issues with the move controller. the ONLY PERSON to positively mention the move implementation is that nova knife guy, and i can only assume he's using some voodoo, or is very easy to please
Confirming I am a practitioner of Voodoo. I have had no issues calibrating and playing with the move. My woes with the move are related to the deadzones/turn radius. It is pretty goddamn awesome to rock a HMG, forge gun, or sniper with the move, though. It's just a nightmare to use in CQC.
Presently, I am in the same boat. I have yet to use it with the sharpshooter, but with the bare bones items, I have had no problems at all with the Sniper rifle (the only thing I quickly tested before I had to run back to work this evening). Maybe I didn't play long enough before it lost calibration. I can also confirm that cqc is a pita. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 04:38:00 -
[17] - Quote
bump, just found this. |
Debil Hostn
Tronhadar Free Guard Minmatar Republic
0
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Posted - 2012.06.29 07:06:00 -
[18] - Quote
Great game, One problem:
The deadspace configuration settings for the Move controller needs the ability to completely remove the horizontal and verticle deadspace in order to facilitate quicker turns and more precise aiming. |
Cherry Mercenary
Sanmatar Kelkoons Minmatar Republic
12
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Posted - 2012.06.29 07:37:00 -
[19] - Quote
It's not that the deadzone aren't removed when it's set to zero, it's that the deadzone settings don't work at all. They're permanently stuck at ~75 no matter what you choose.
ADS is broken. The reticle only moves when you point Move outside of the deadzone, making ADS even more useless with the current broken deadzones. You're supposed to be able to move the reticle within the deadzone without having your character turn.
Needs more customization options in general for Move to fine-tune every aspect.
Calibration works normal for me, though it took me a few tries. I play from my lap with my wrist, so I don't know about people that actually stand up or do any other crazy things when using Move.
Turn speed and cursor sensitivity go to crazy numbers like 4000 and 5000 if you set them to 100 for some reason. If you set both to 99, it works as normal.
Gun points to the sky as soon as you spawn.
Move is basically unplayable the way it is now. Hoping this is somewhat high on the priority list of things to fix (at least the deadzones and ADS). |
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