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Freyar Tarkin
Seituoda Taskforce Command Caldari State
95
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Posted - 2012.07.02 05:32:00 -
[1] - Quote
So, apparently one of the big things added this patch was motion controls. Being one of the few dumb****s that bought that thing at it's launch, I gave it a shrug and pulled it out of it's dusty-dusty-dusty box.
The biggest issue I had originally was that with the Playstation Move having come out after the Wii, I was expecting it to work as such. Obviously, I should have thought better as it's merely tracking the glowing ball anyway. Holding it upright some and using T as an imaginary trigger helped set that straight. Might be a good idea to illustrate how the Move should be oriented while playing as my first run turned me off entirely.
The second run, I decided to play with a few settings. Inherently, it's an interesting concept. Pretty neato when it works, but it's got some major flaws. For the most part I grabbed the Killzone 3 Multiplayer trial as a test to compare.
Flaws
First, not all the actions made it to the Playstation Move. Changing Weapons or activating vehicle modules (R2), Melee (R3), and other commands are just not (at least immediately) findable. This makes it hard to feel like I can compete.
Second, the use of "sights" doesn't work at all. It's merely an emulated joystick which means that the precision you had before is gone, and all frame of reference for movement is gone too since there's no UI to show you where your point is.
Third, the dot for move control while in vehicles and turrets don't work so well. They get lost in the chaos of combat and makes the player pretty much blind until things die down. This is especially true for gun turrets.
Four, weapons must "lean" more naturally in the proper direction. (Granted, I believe this to be because it was just implemented, but it's still an issue to report.)
Five, Deadzone, Sensitivity, and turn rate options either don't work or don't have enough of an impact. One of the hard things for me is trying to get the game to start turning when I want it to, as opposed to having to over-compensate a number of times like a digital pad.
Suggestions
Allow for a motion or movement to take over the role of some actions. Reloading, jumping, maybe sprinting depending on whether or not the navigation controller has the ability to be used that way. Killzone 3's implementation was actually quite nice and flowed really well.
Allow for custom mapping. This is more of a general request.
Stronger haptic feedback would be nice. I don't think I noticed it at all while playing.
See if you can't generate new control options for the Navigation's X and O buttons compared to that on the Motion Controller. (Not sure if possible, but adding more options and more controls available is always good.)
The Move support is coming along, but hopefully we'll be able to see a more "complete" implementation to it. |
ant063
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2012.07.02 08:26:00 -
[2] - Quote
Dead zone work fine, but its stiil too large. Turn speed sensivity will be ok. And need custom map buttons |
Freyar Tarkin
Seituoda Taskforce Command Caldari State
95
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Posted - 2012.07.02 11:15:00 -
[3] - Quote
ant063 wrote:Dead zone work fine, but its stiil too large. Turn speed sensivity will be ok. And need custom map buttons
That could very well be why it feels like there was no change. I've been trying to tune it so it feels like Metroid Prime on the Wii as it (by default) had a good balance of movement and precision. |
ant063
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2012.07.02 11:40:00 -
[4] - Quote
Freyar Tarkin wrote:ant063 wrote:Dead zone work fine, but its stiil too large. Turn speed sensivity will be ok. And need custom map buttons That could very well be why it feels like there was no change. I've been trying to tune it so it feels like Metroid Prime on the Wii as it (by default) had a good balance of movement and precision.
dead zone which changes the border, when you hover over it, begins to move the camera. When stavish value to 0% this frame right in the edge of the screen. When stavish 100%, it shifts a little bit but it is still too broad. Ie how to feature works properly, but the values GÇïGÇïused by a little wrong.
sory for my English use goggle translator |
Freyar Tarkin
Seituoda Taskforce Command Caldari State
95
|
Posted - 2012.07.02 11:43:00 -
[5] - Quote
We'll see what happens in future builds. The big thing that helped me here was re-working how I was holding the Move. I'm sure deadzones will be adjusted and so on. |
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