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Nova's Knife
Seituoda Taskforce Command Caldari State
20
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Posted - 2012.06.28 22:18:00 -
[1] - Quote
Been playing around with this, and have some thoughts. Firstly, love the implementation. Feels a lot like Killzone3, which had the best move support of any shooter to date.
Though, I do have some concerns.
-No melee button. This is a big one. There's nothing on the control map, and I tried all kinds of gestures. Couldn't for the life of me get the knife to swing. Suggest making the left d-pad the default melee for move controllers, and the 'pump' function on the sharpshooter an optional alternative. Do not, I repeat -do not- implement silly lunging gestures or anything for the melee. This can fudge up your move controller's calibration and really mess you up in the heat of things. It's also bad for your joints.
- Deadzone settings seem broken and not ideal. These settings are pretty ambiguous as to what they actually do, and playing with them on 0 and 100 I noticed no differenced at all in movement, turning, or aiming. I would like to see a screen similar to the 'screen adjust' that some games have for adjusting monitor sizes. If a player moved their crosshair outside this adjusted area, the character turns based on how far past the border the crosshair is. Right now moving all the way to the edge is not ideal and makes it difficult to use the move in close quarters, although it dominates at mid to long range. |
Bwooticus Hipocraticus
7
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Posted - 2012.06.28 23:04:00 -
[2] - Quote
Also when scoped the scope needs to move in its own dead zone. Removing the cursor while scoped means you have no idea how to adjust your aim. Like Nova's Knife here i would like to keep thing positive, but the move implementation needs more work. If the devs have any specific question i would really appreciate them asking. And i dont mean just beta work. The move needs alpha work. There is a slight double deadzone in the mq. And i posted some other stuff in the bugs forum. Some of which i'm gonna have to apologize for. But waving my magic wand at my tv is near and dear to my heart so i git a tid bit testy about it. |
RydogV
57
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Posted - 2012.06.28 23:10:00 -
[3] - Quote
Yeah Guerrilla Games definitely got this right, or "the rightest" of anyone to date. I concur the adjustments do very little in terms of changing anything. Not even the turnspeed did much. And I would try and expand the calibration to all four corners and the center to really pinpoint where the crosshairs need to be.
Move support is a huge deal for me and I am sure many players, and I am already disappointed I have to start out using the Dualshock until this gets fixed. But hey, props for including it for sure. You are the first shooter to do so since Resistance 3 I think.
Anyway, I would get someone on the horn to your Sony family cousins at GG and see if they can give you some pointers. I know CCP isn't too proud to ask for a little help. Right? |
Dracknarr
Tronhadar Free Guard Minmatar Republic
4
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Posted - 2012.06.29 15:00:00 -
[4] - Quote
I adopt this thread as a home for my Feedback for the Move Support. :D Points commented below are based on assault spec, assault rifle use.
So Good Points first up: 1. Shooting from the hip is pretty good. Feels nice and responsive. Tracks well.. easily to see the targeting reticule without making it obnoxious. Doesn't interfere with the view. Couple clean lines.. good.
Bad/"Needs Attention": 1. When shooting from the hip, the gun needs to move around move.. If you are shooting at something that is obscured from sight by your gun the bullets magically fly towards them without your gun actually facing that way. It's a little odd.. and I found my targets getting lost from view.. relying on the targeting reticule lines going 'red' to let me know if I was shooting.
2. Iron Sights: Basically rework this whole thing. - You've gone for an implementation that *not* like Killzone 3 here. It is like MAG had for scopes and like Resistance 3 had for Iron Sights (before they patched the change in to fix that game..which they did in a broken way, but at least they tried). Breaking this down into feedback aspects: (2a) Hitting the Zoom/Iron Sights button will zoom in on the middle of the screen wherever your screen happens to be looking at.. *not* where your targeting reticule is. (2b) When zoomed in with Iron Sights, the Move implementation is different to how it is when you are shooting from the hip.. This is completely unworkable. It has to fundamentally operate under the same control scheme as shooting from the hip. Every game that has used the scoped/zoomed control scheme you've got at the moment is flawed, and unworkable. To explain what it is doing in words is a little difficult (see previous comparisons to MAG scoped (not iron sights) implementation, or Resistance 3 early version pre-patch) but I'll try in the interest of helping with feedback. You hit Iron Sights and the target point is dead centre.. Moving the move controller moves your whole screen view.. with the speed of your target point moving depending on how far from 0,0 you move. (2c) Following on from 2b, you also need to detach the screen from the move setup here. It is tied in with it (ie: you won't be able to change one without doing the other) but it is worth mentioning.
3. Sharpshooter reload support missing: I know so far you have only enabled move support. Perhaps sharpshooter features (button mapping/reload pump) are coming later. If so all good. But we will need to possibly support button re-mappings (always good!!). Hitting jump on a sharpshooter is really difficult while moving. Melee button.. You're going to get lots of requests for that. Seriously.. You will :D (Killzone 3 initially didn't' have one.. they added it pretty quickly). Circle is the one usually used for that. If you allow for custom button mapping, then you get to ignore the problems of overcoming such issues.
I'll leave it at those points for now.. I'm sure others will be providing good feedback on these aspects in the days to come.
It really does need to be fixed.. so I'm glad I get the chance to help with feedback on this aspect now, so it can be changed before go-Live. As it stands its pretty unusable beyond hip firing.
Killzone 3 is mentioned so often (by just about anyone interested in Move support) and there is a reason for it. It nailed this stuff.. No one is going to mind a rip off on that control scheme. It is (mostly) perfect.
I look forward to seeing the improvements at some point!
Cheers! |
Cameron StarGazer
63
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Posted - 2012.06.29 19:56:00 -
[5] - Quote
I really really can't get on with the move.. first game after the updated I got totally destroyed, just doesn't feel natural and I can't get the calibration correct! do you get used to it? |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2012.06.29 21:29:00 -
[6] - Quote
First things first : CCP, I applaud you for attempting Move support. Currently there's very few good, still-alive games on the market that use this controller.
However, I can tell your developers don't seem to have much experience. EDIT : with the Move. Sorry if i sounded rude. It feels like the game is guessing where the pointer should be, and doesn't seem to use all of the sensors on the controller. Calibration didn't help. Just MOVING the pointer threw it off. This will not fly. Lastly... I didn't use it in a match, but NO KNIFE!?!?!? Leaving out an entire game feature on release will doom that control scheme. Priority #1
How to fix? Calibration needs a 4-corners approach The game needs to take into account the tilt/movement sensors on the controller. There needs to be a knife button. So far no motion system I've seen can do off-screen gestures without screwing up calibration, so don't try it. |
Dracknarr
Tronhadar Free Guard Minmatar Republic
4
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Posted - 2012.06.29 23:44:00 -
[7] - Quote
Cameron StarGazer wrote:I really really can't get on with the move.. first game after the updated I got totally destroyed, just doesn't feel natural and I can't get the calibration correct! do you get used to it?
Is this your first Move game you've tried? In general, using the Move (+ Sharpshooter optional) is definitely something you need to adjust to. It takes about 1-2 hours of correctly setup use to adjust and adapt (and then there is no looking back).
Now, if it is your first Move game.. I wouldn't use this game as one to use the Move with at this stage. It just isn't right yet. Pickup Killzone 3 and play around with it to get an idea of how this should be implemented (and it is a great game :D lots of fun).
You'll have to find out how you like the configuration to work. Deadzone sizes and stuff. The terminology (and what the changes mean in a graphical sense) can best be described by seeing how they are used in other games. Dust uses the terminology, but has no associated onscreen graphics to indicate what they mean in practice. (It is functional at this stage, not including the UI niceties).
You could also google for iwaggle3d to find the site that is great for various aspects of this in move supported games. Lots of good videos. In discussing a few different games and their Move implementation, the types of configuration that are needed are discussed with examples of how that impacts gameplay (albeit, in other games.. he wouldn't have a Dust one up of course).
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Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.07.02 02:49:00 -
[8] - Quote
Love dracknarr's feedback.
He hits the nail on the head about aiming down the sights. Right now the move thrives for weapons which do not rely on ADS. Swarm launchers, HMG, Forge gun, mass drivers, shotguns. Guns which require more precise aim are a bit of a chore to use. Having ADS go to the middle of your screen makes it entirely awkward if you have your crosshairs somewhere else but right on someone.
I also messed around with the deadzone settings more. They did seem to have an effect, but not enough to make a difference.
Vehicle secondary turrets are like a dream to use, but their 'onscreen' crosshair stays on the center of the screen and does not move to follow your PSMove crosshair. The turret itself moves & tracks the PSMove crosshair fine, but the HUD does not. HAV main turrets are too slow/clunky and just an outright nightmare. (No R3 on the move means no melee and no camera switching)
The move right now thrives on midrange combat, but anything that requires you to turn will generally get you killed without you standing much of a chance. The ability to change at what point on the screen you start to turn is a -must- and it is equally important to be able have separate settings under this part for the X and Y axis.
I do want to say though, that the mass driver is actually much better to use with the move than with the DS3. It's actually kind of unfair. If CCP manages to get this support right, I will probably rarely touch a DS3 controller at all. |
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