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JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 04:36:00 -
[1] - Quote
Lets have this be the official Move/SS thread so we can all work together to help make this controller playable.
Currently, calibration is not even possible as the reticle continously drifts downward merely seconds after calibration, or pointing the move at the eye actually calibrates the center to below the television screen.
Also, why is there no modal turn option? If you want this to be more than just a gimmick, add modal turn mode and make calibration possible. |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
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Posted - 2012.06.29 04:49:00 -
[2] - Quote
I am not at the house right now, or I would try and post what I have done that works. Hopefully Nova Knife will pop on here and give everyone the full details on how he got his move to work. I know from both my limited experience and his likely full experience, that directional movement is a pain if you're in a tight spot.
I also feel that some sort of better directional movement would be seen as a godsend. I don't care if it is even slightly worse than using a controller. I just want to e able to move left, right, up, and down a little easier. I can aim within my screen just fine. |
Kipic Bricker
L.O.T.I.S. Legacy Rising
22
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Posted - 2012.06.29 05:42:00 -
[3] - Quote
Agreed, the move support is abysmal right now, and does not seem to integrate the sharpshooter right now. Pity, as that is where most of my skill comes from |
Ourors
Doomheim
130
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Posted - 2012.06.29 06:55:00 -
[4] - Quote
nova knife has found some magical method to make it not terrible |
Druk Spyker
DUST University Ivy League
2
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Posted - 2012.06.29 06:56:00 -
[5] - Quote
After calibration my camera just spins uncontrollably. I am unable to lift the cross hair - it stays stuck to the bottom of the screen. |
Fingal Senga
Anonymous Killers Mercenary Corporation
17
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Posted - 2012.06.29 08:04:00 -
[6] - Quote
As a former KZ3 player I was super excited about this. Time to get the old Sharpshooter out of retirement, but then I encountered this fresh hell.
Eagerly awaiting Nova Knife's mojo. |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
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Posted - 2012.06.29 08:27:00 -
[7] - Quote
Have any of you checked out this thread:
http://www.gamefaqs.com/boards/996959-killzone-3/58253502 ?
I am going to go through vairous ways of setting up the Move/sharp shooter this coming evening (like 12+ hours away) and I figured I would start with the above link to see how well it holds up. |
Flame Highsea
Doomheim
28
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Posted - 2012.06.29 09:05:00 -
[8] - Quote
Dasyu Asura wrote:Have any of you checked out this thread: http://www.gamefaqs.com/boards/996959-killzone-3/58253502 ? I am going to go through vairous ways of setting up the Move/sharp shooter this coming evening (like 12+ hours away) and I figured I would start with the above link to see how well it holds up.
Problem is in Dust/game.. no use to do any of those things before they fix it in (here) their end.. :/ |
Nova's Knife
Seituoda Taskforce Command Caldari State
20
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Posted - 2012.06.29 09:39:00 -
[9] - Quote
Like said above. I've had none of the calibration issues people are complaining about. I'll try to explain how I set mine up, but even when I calibrate it other ways I don't get this massive drift people complain about. There is some issue where the crosshair starts to change position relative to where your controller is pointing, but this happens in every gamer and I've noticed no massive difference in dust/killzone3 in this respect. My issues come from the deadzone settings pretty much doing nothing and the area you can move your crosshair without turning being too large. It makes turning/using the move in CQC a bit of a nightmare.
My screen is a 42" monitor plugged into my computer, and is about level with the couch I sit on about 4-5ft away. The camera is placed at the bottom of this screen. When calibrating the controller (I manually calibrated with the controller first outside of dust with the XMB menu, before shoving it into the sharpshooter. I find one of the mistakes I've noticed when my buddy comes over and tries to calibrate, is that he pulls the gun into an 'ADS' position to calibrate then drops it back down to hip. Unless you are going to 'ADS' the whole time you play, This will make the calibration off in dust. I found more success in lowering myself to 'hip level' or where I would have the controller positioned while playing, before trying to calibrate.
Edit: For those of you concerned about move, know that they have a dedicated dude working on the move support currently and giving it love. |
Greg Macreadie
Tronhadar Free Guard Minmatar Republic
5
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Posted - 2012.06.29 10:32:00 -
[10] - Quote
I think the problem is there is no real zero point in calibration?! I played Killzone3 with Move for over a year now (every Clan game) but the Dust controlls are not even close to the Killzone ones, the turning speed is slow as hell, also when you switch from hips to sight u not aiming where ur crosshair was it starts in the middle looks like they used the same controlls Resistance3 do at start (they patched it and now its close to the Killzone one). So please CCP play a round Killzone3 with the Move (no sharpshooter just the move and navi) then u will see the difference yourself. Thx |
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raqz xuneh
Circle of Huskarl Minmatar Republic
1
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Posted - 2012.06.29 11:58:00 -
[11] - Quote
the drift problem... it is a controller issue. the ps move (as far as shooters) will NEVER come as close and as accurate as the wii or guncon. it is an inherent mechanical/magnetic problem that cannot be resolved until a "v2" of the move will come out. that is why the "sight" attachment that was planned (there is a rail on the sharpshooter) had not been released.
as for move controls in dust, keep in mind that this had JUST been implemented/attached. it will feel like "alpha" while the rest of the game is in beta. give all the feedback possible so they can properly work on it and catch up with the rest. i do agree that they should look at games like socom 4 and killzone 3 as well as wii games. they all had made leaps with these types of motion controllers.
i would also like to note that the control scheme should have a level of customization. in this century, it should be "de facto". or have some things swap-able like the trigger and the move symbol button for fire, etc. |
Tom Bithof
Universal Allies Inc.
4
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Posted - 2012.06.29 13:39:00 -
[12] - Quote
For beta players:
Unlike other implementations of the move controller, Dust514 currently seems to be entirely using the camera's view of the controller bulb, with zero input from the move controller's accelerometers. In other words, spinning the controller does nothing. Raising or lowering the bulb, and it and moving it side to side (the camera's view of the bulb) is 100% responsible for where your on-screen sights go. This is a good idea. Once calibration is implemented, this should eliminate the drift we see in other games that depend somewhat heavily on the accelerometers and magnetometer in the move controller.
Don't calibrate with the software, calibrate the camera, physically. Turn down the sensitivity; place the controller's bulb where it will be when you're in a comfortable playing position, and then move the camera until your on-screen cursor is centered.
For the move programmer, and devs:
When you do implement calibration, please change the location of the calibration button in the system options to minimize the number of actions necessary to calibrate. Some players calibrate frequently, and placing the calibration deep in the menu structure isn't preferable to placing it shallowly.
In general, all the neocon and navigation buttons should allow scrolling up from the top button, to the bottom most button. Fixing this general weakness in the menu navigation would go along way to reducing the clicks necessary to get around the menu.
Infamous2 has move controller support. Even without extensive configuration options, it works beautifully. Please mimic it, plus an option for players that prefer the ridiculously large dead zone in the current implementation. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 13:57:00 -
[13] - Quote
Nova's Knife wrote:Like said above. I've had none of the calibration issues people are complaining about. I'll try to explain how I set mine up, but even when I calibrate it other ways I don't get this massive drift people complain about. There is some issue where the crosshair starts to change position relative to where your controller is pointing, but this happens in every gamer and I've noticed no massive difference in dust/killzone3 in this respect. My issues come from the deadzone settings pretty much doing nothing and the area you can move your crosshair without turning being too large. It makes turning/using the move in CQC a bit of a nightmare.
My screen is a 42" monitor plugged into my computer, and is about level with the couch I sit on about 4-5ft away. The camera is placed at the bottom of this screen. When calibrating the controller (I manually calibrated with the controller first outside of dust with the XMB menu, before shoving it into the sharpshooter. I find one of the mistakes I've noticed when my buddy comes over and tries to calibrate, is that he pulls the gun into an 'ADS' position to calibrate then drops it back down to hip. Unless you are going to 'ADS' the whole time you play, This will make the calibration off in dust. I found more success in lowering myself to 'hip level' or where I would have the controller positioned while playing, before trying to calibrate.
Edit: For those of you concerned about move, know that they have a dedicated dude working on the move support currently and giving it love.
This is an old calibration post I did a year ago. I must say, I do not understand why all the developers have to reinvent the wheel when designing support for this peripheral. Doesn't Sony help?
Sharpshooter Calibration Turned off the magnetic sensor XMB > Settings > Accessory Settings > Motion Device > Press 'X' > Press Triangle to toggle magnetic sensor
My PS Eye is located above my my television (46''), this leads to a problem with the vertical calibration.
Drift in old games were fixed with this method: "Drift: So the move/ss drifts. Period. There is no fixing this, there is no getting around it. You just have to deal with what you get. BUT i've learned to deal with it appropriately. On average, about 30s to 1 min after calibration, the reticle drifts the the left OR right (seemingly random). It makes it terribly difficult to aim when your reticle is not sighted down the barrel, how do you fix this? Rapidly move the reticle off screen in the same horizontal direction as the drift. The quick snap movement off screen and then back to center resets the reticle to the original calibrated postion. I almost consider this like a reload and it doesn't prove inconvenient since there are lots of waiting/hiding points in game. Though, could be troublesome if it drifts in the middle of a firefight. But like i said, nothing you can do so you gotta deal with it."
I just attempted to recalibrated this morning after a good night sleep. No matter how I calibrate, sit, stand, hold the controller there is continuous downward vertricle drift. My EYE is attached to the top of my 46'' TV with Sony's official EYE clip.
I turned off the magnetic sensor but it did not effect anything. I will try moving my camera to the bottom of my TV, but that seems like a waste. As an added note, I had this controller working flawlessly in Socom4 and was able to be competitive in 1 death rounds in tournaments. I know how to calibrate this peripheral accurately and DUST is not allowing me to do it.
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JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 14:28:00 -
[14] - Quote
I have no idea why it just decided to work for me now. Maybe it has something to do with the updates at the the boot up of the client.
If I had a tip, it would be to not use the icons in upper left and lower right to calibrate. Simply point to the physical corners of your TV screen to improve accuracy. Drift happens when you did not point the move directly at the EYE in the first place. Strange because for 3 hours of testing I had been doing that and was still getting drift.
So onto gameplay. The AR seems to be the only gun that has build in MOVE support but even the ADS (Aim Down Sights) is not yet programmed into the game. You have to hipfire whereever you go. I can see the HMG as the only way to currently play DUST in a 'competitive' fashion but you have to unlock it.
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Dracknarr
Tronhadar Free Guard Minmatar Republic
4
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Posted - 2012.06.29 15:14:00 -
[15] - Quote
I had some problems with loss of calibration at first. Then I just shuffled forward half a meter to half on/off my couch and they all cleared up. This aspect so far has been like any other move supported game for me.
I have included my feedback (that might be useful to Dev's) in Nova's post under Feedback: https://forums.dust514.com/default.aspx?g=posts&t=23019
It's good to hear there is a dedicated Move dev doing this thing for us move users! When its all said and done.. I'll shout that dev first drinks if he comes to Australia!! |
Wakko03
Better Hide R Die
134
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Posted - 2012.06.29 16:31:00 -
[16] - Quote
Move Sharpshooters,
Please make sure to grab yourself a little level, and some duct tape, the wire for the pseye will nudge it out of whack; so secure that to the pseye clip then grab the level to make sure it is set up level on both the up and down and right to left sides. If the eye moves after you calibrate it, then it needs to be re-calibrated.
Second thing is, how do you know you hit the zones the same way you did during the last calibration? Or if you are holding the move and the sharpshooter close enough to level.
Are you standing/sitting the exact same way thru the entire match? |
w-o-d-z-u
Amarr Templars Amarr Empire
0
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Posted - 2012.06.29 16:50:00 -
[17] - Quote
deadzone setting doesn't work - its always like 100% i both settings. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 17:04:00 -
[18] - Quote
I just noticed that to adjust the crosshair sensitivity, you have to manually save the change. Even if you moved the bar to a new setting, if you do not press 'X' they setting will not save and nothing will be effected even the bar is reflecting the change.
I would also like to say that ADS should be in a non-locked setup. A free floating ADS crosshair/scope is the only way to effectively implement Move/SS support. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 17:06:00 -
[19] - Quote
Wakko03 wrote:Move Sharpshooters,
Please make sure to grab yourself a little level, and some duct tape, the wire for the pseye will nudge it out of whack; so secure that to the pseye clip then grab the level to make sure it is set up level on both the up and down and right to left sides. If the eye moves after you calibrate it, then it needs to be re-calibrated.
Second thing is, how do you know you hit the zones the same way you did during the last calibration? Or if you are holding the move and the sharpshooter close enough to level.
Are you standing/sitting the exact same way thru the entire match?
I sit in an office chair about 4 feet away, I make sure i'm the same distance away every time durring calibration by making sure my toe just touches the base of my tv stand. |
Flame Highsea
Doomheim
28
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Posted - 2012.06.29 18:22:00 -
[20] - Quote
How many of you have played game where Move works --> Kz3 ?
There is no Move in Dust.. Just mess :/
Like playing poker with one card in hand
( so no use trying to do calibrations or advice how to do it untill its patched/updated ) |
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JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 18:43:00 -
[21] - Quote
Flame Highsea wrote:How many of you have played game where Move works --> Kz3 ?
There is no Move in Dust.. Just mess :/
Like playing poker with one card in hand
( so no use trying to do calibrations or advice how to do it untill its patched/updated )
KZ3 needed modal turn mode. |
Flame Highsea
Doomheim
28
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Posted - 2012.06.29 18:52:00 -
[22] - Quote
Why ?
I feel there is no need for that. Its fluent as it is. ( 0 killzone, 20 sensitivity, 70 turning speed )
I still play 3-6h / week kz3 with Move. kill strike 31 and yes, im not camping or using Marksman. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 19:00:00 -
[23] - Quote
Flame Highsea wrote:Why ?
I feel there is no need for that. Its fluent as it is. ( 0 killzone, 20 sensitivity, 70 turning speed )
I still play 3-6h / week kz3 with Move. kill strike 31 and yes, im not camping or using Marksman.
Because I don't want to play with 0 deadzone* It's a sharpshooter, not a wand. I want to aim like I'm in a shooting gallery, not rely on a camera pan for aim adjustments. 0 deadzone is fine for vailla move but not having modal defeats the purpose of holding a gun. |
Flame Highsea
Doomheim
28
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Posted - 2012.06.29 19:05:00 -
[24] - Quote
JonnyAugust wrote:Flame Highsea wrote:Why ?
I feel there is no need for that. Its fluent as it is. ( 0 killzone, 20 sensitivity, 70 turning speed )
I still play 3-6h / week kz3 with Move. kill strike 31 and yes, im not camping or using Marksman. Because I don't want to play with 0 deadzone* It's a sharpshooter, not a wand. I want to aim like I'm in a shooting gallery, not rely on a camera pan for aim adjustments. 0 deadzone is fine for vailla move but not having modal defeats the purpose of holding a gun.
You make your deadzone to 80-100% and your in your gallery |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 19:06:00 -
[25] - Quote
Flame Highsea wrote:JonnyAugust wrote:Flame Highsea wrote:Why ?
I feel there is no need for that. Its fluent as it is. ( 0 killzone, 20 sensitivity, 70 turning speed )
I still play 3-6h / week kz3 with Move. kill strike 31 and yes, im not camping or using Marksman. Because I don't want to play with 0 deadzone* It's a sharpshooter, not a wand. I want to aim like I'm in a shooting gallery, not rely on a camera pan for aim adjustments. 0 deadzone is fine for vailla move but not having modal defeats the purpose of holding a gun. You make your deadzone to 80-100% and your in your gallery
Then I can't take corners efficiently.
Adding the modal turn toggle effectively solves the problem.
You would probably love it. Plus it doesnt effect your current style of play. |
Leafeondudeguy
Amarr Templars Amarr Empire
0
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Posted - 2012.06.29 20:21:00 -
[26] - Quote
well, what i did is put the dead zones to zero and the turn speed up and the sensitivity up and it was better, but the aiming down wasnt a LOT better, but it was still better |
Cherry Mercenary
Sanmatar Kelkoons Minmatar Republic
12
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Posted - 2012.06.29 20:31:00 -
[27] - Quote
Here's what I posted in the other thread. Some of the stuff has already been mentioned:
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.
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.
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. I think one of the problems people may be having has to do with the cursor pointing to the sky when you finish calibrating and the bad deadzones that you have to deal with to re-adjust. TV size and playing distance (if it's reasonable) aren't factors in calibration as far as I know.
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JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 22:35:00 -
[28] - Quote
Took many tries for me to get it calibrated... still not optimal |
Wakko03
Better Hide R Die
134
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Posted - 2012.06.30 07:34:00 -
[29] - Quote
It reminds me a lot of the R3 & Socom Beta's, I'll post some specifics about my feed back when I get past using the basic skills and militia gear.
I have been lucky lately in that assists count as kills during the tally screen.....cause there is no way I am going 20+ with only 3 deaths.
I played MAG for over a year with the Sharpshooter at some of the most ridiculous settings....at times I could flip the screen so fast as to see behind my character enough to check for an enemy, my TV's 120Hz refresh rate was not able to keep up....this 240Hz with 480Hz algorithim seems to be up to the task so I am getting used to how it works.
Really can't do leadership, I must have hit every button, but had no clue what any of the buttons would do or if I was selecting them. I'll call in a dropship but will not be able to fly it, same thing with a vehicle it is really disorientating and there is no flight school training map yet, so most of my testing is done under constant fire.
Luckily my Chat Channel is often for the enemy, so I can yell at them for needing to bring a tank or 2 to take on one move user with a militia assault rifle.
It might have something to do with the fact that I am playing in simulated 3-d, so I have a little more depth to objects during close quarters stuff.
I fire from the hip a lot anyway, I'm the guy with the laser pointer on his sharpshooter. |
The1Kaiser
Seituoda Taskforce Command Caldari State
1
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Posted - 2012.06.30 19:15:00 -
[30] - Quote
I don't understand why the Move+SS can't function the same as the right stick on the controller. As we move our reticule, the screen turns as needed, the reticule would always be centered. At least have the option avalible to play this way, maybe that's how the "deadzones" are supposed to function and aren't? I would love to be able to adjust this so I can have a small box in the center of my 55" TV screen to move my reticule around in before it starts moving the camera, just to remove the annoyance of my screen shaking as I can't hold the SS perfectly still all the time. |
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