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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Tenzin Drake
Villore Sec Ops Gallente Federation
0
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Posted - 2012.07.07 21:16:00 -
[1] - Quote
Is it just because I don't have the sensitivity on high, or is it harder to play using the Playstation Move Sharpshooter? I felt that the use of the PS Move functionality with any game made it harder, even in the third-person SOCOM game last year, and that's for a third-person, versus the first-person DUST. In my opinion, it's a little harder to control the character with the PS Move than with a regular controller.
What do you think? Feel free to reply. |
Brahma El Indio
Bragian Order Amarr Empire
171
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Posted - 2012.07.07 21:33:00 -
[2] - Quote
It is harder right now with the move because the implementation is very poor.....actually its garbage |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.07 21:38:00 -
[3] - Quote
Move is terribly implemented at present.
Hope they fix it a LOT before release.
Main problem is lack of adjustable deadzone - the setting's there, but no matter how low you turn it, there's still WAY too much deadzone.
I don't plan to use Move anyway, but it would be nice if it was better implemented. |
Brahma El Indio
Bragian Order Amarr Empire
171
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Posted - 2012.07.07 21:42:00 -
[4] - Quote
They need to show the dead zones/bounding boxes as you adjust....then there needs to be a firing range to test.....
They should copy the MAG implementation, it was pretty solid except for the knife....... |
BorrowedTime TM
Algintal Core Gallente Federation
44
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Posted - 2012.07.07 21:54:00 -
[5] - Quote
Brahma El Indio wrote:They need to show the dead zones/bounding boxes as you adjust....then there needs to be a firing range to test.....
They should copy the MAG implementation, it was pretty solid except for the knife.......
Disagree... They need to copy the Killzone 3 implementation. THAT was the best use of move/sharpshooter to date... |
Ares Webber
Crux Special Tasks Group Gallente Federation
15
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Posted - 2012.07.07 22:03:00 -
[6] - Quote
BorrowedTime TM wrote:Brahma El Indio wrote:They need to show the dead zones/bounding boxes as you adjust....then there needs to be a firing range to test.....
They should copy the MAG implementation, it was pretty solid except for the knife....... Disagree... They need to copy the Killzone 3 implementation. THAT was the best use of move/sharpshooter to date...
Totaly agree with that, Killzone with the move rocked |
Lilianna Sentinel
Bragian Order Amarr Empire
295
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Posted - 2012.07.07 22:06:00 -
[7] - Quote
Garrett Blacknova wrote:Move is terribly implemented at present.
Hope they fix it a LOT before release.
Main problem is lack of adjustable deadzone - the setting's there, but no matter how low you turn it, there's still WAY too much deadzone.
I don't plan to use Move anyway, but it would be nice if it was better implemented.
PS move shouldn't be functional. Or else it might be better than the primary control method that comes with the PS3.
So it should stay broken.
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Brahma El Indio
Bragian Order Amarr Empire
171
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Posted - 2012.07.07 22:06:00 -
[8] - Quote
Ares Webber wrote:BorrowedTime TM wrote:Brahma El Indio wrote:They need to show the dead zones/bounding boxes as you adjust....then there needs to be a firing range to test.....
They should copy the MAG implementation, it was pretty solid except for the knife....... Disagree... They need to copy the Killzone 3 implementation. THAT was the best use of move/sharpshooter to date... Totaly agree with that, Killzone with the move rocked
Never played kz3 so can't comment |
Brahma El Indio
Bragian Order Amarr Empire
171
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Posted - 2012.07.07 22:08:00 -
[9] - Quote
Lilianna Sentinel wrote:Garrett Blacknova wrote:Move is terribly implemented at present.
Hope they fix it a LOT before release.
Main problem is lack of adjustable deadzone - the setting's there, but no matter how low you turn it, there's still WAY too much deadzone.
I don't plan to use Move anyway, but it would be nice if it was better implemented. PS move shouldn't be functional. Or else it might be better than the primary control method that comes with the PS3. So it should stay broken.
No.
Everyone knows that ds3 players will flee when KB/m is available.
So move is more important than ds3.
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Ayures0
259
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Posted - 2012.07.07 22:11:00 -
[10] - Quote
Move is a ******* gimmick, pure and simple. They just need to hurry up and put in KBM support so I can harvest console player tears. |
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Lilianna Sentinel
Bragian Order Amarr Empire
295
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Posted - 2012.07.07 22:13:00 -
[11] - Quote
What I don't get is how it is completely okay for move to be better than DS3 in like Killzone 3 and ****, but it isn't okay for the control apparatus that is cheaper, more widely used and used for many more purposes than the PS3 to be better than DS3.
Whatever. |
Brahma El Indio
Bragian Order Amarr Empire
171
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Posted - 2012.07.07 22:28:00 -
[12] - Quote
Ayures0 wrote:Move is a ******* gimmick, pure and simple. They just need to hurry up and put in KBM support so I can harvest console player tears.
Move if implemented properly will give KB/m some serious competition..... |
Ayures0
259
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Posted - 2012.07.07 22:36:00 -
[13] - Quote
Brahma El Indio wrote:Ayures0 wrote:Move is a ******* gimmick, pure and simple. They just need to hurry up and put in KBM support so I can harvest console player tears. Move if implemented properly will give KB/m some serious competition.....
lol |
Freyar Tarkin
Seituoda Taskforce Command Caldari State
95
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Posted - 2012.07.07 23:35:00 -
[14] - Quote
Lilianna Sentinel wrote:What I don't get is how it is completely okay for move to be better than DS3 in like Killzone 3 and ****, but it isn't okay for the control apparatus that is cheaper, more widely used and used for many more purposes than the PS3 to be better than DS3. Whatever.
It's because they're hypocrites and understand that their dominance with system-supported input and design is being threatened. |
Lilianna Sentinel
Bragian Order Amarr Empire
295
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Posted - 2012.07.07 23:37:00 -
[15] - Quote
Be nice, let's not start a flame war. |
Bernard Allen
Circle of Huskarl Minmatar Republic
0
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Posted - 2012.07.13 18:14:00 -
[16] - Quote
BorrowedTime TM wrote:Brahma El Indio wrote:They need to show the dead zones/bounding boxes as you adjust....then there needs to be a firing range to test.....
They should copy the MAG implementation, it was pretty solid except for the knife....... Disagree... They need to copy the Killzone 3 implementation. THAT was the best use of move/sharpshooter to date...
You r so right SOCOM worked well with Sharp Shooter but Killzone was perfect |
Sephoran Griffith
Sanmatar Kelkoons Minmatar Republic
96
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Posted - 2012.07.13 18:18:00 -
[17] - Quote
Brahma El Indio wrote:Lilianna Sentinel wrote:Garrett Blacknova wrote:Move is terribly implemented at present.
Hope they fix it a LOT before release.
Main problem is lack of adjustable deadzone - the setting's there, but no matter how low you turn it, there's still WAY too much deadzone.
I don't plan to use Move anyway, but it would be nice if it was better implemented. PS move shouldn't be functional. Or else it might be better than the primary control method that comes with the PS3. So it should stay broken. No. Everyone knows that ds3 players will flee when KB/m is available. So move is more important than ds3.
Will this be after the KB/M players get mad and demand that CCP remove the balancing that gets rid of the unfair advantage KB/M players are looking for? |
Eleanor Sjet
8
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Posted - 2012.07.13 19:07:00 -
[18] - Quote
As someone who played killzone with the move I found it worked well because kill zone was full of very straight corridors leading to your objectives. It doesn't really translate well to Dust where you're in a 360 degree battle. |
BorrowedTime TM
Algintal Core Gallente Federation
44
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Posted - 2012.07.13 19:14:00 -
[19] - Quote
Eleanor Sjet wrote:As someone who played killzone with the move I found it worked well because kill zone was full of very straight corridors leading to your objectives. It doesn't really translate well to Dust where you're in a 360 degree battle.
I'm sorry, what? Straight corridors? Maybe in the Single Player game, but did you play the MP? You needed to have your head on swivel to play some of those maps.
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Leos Saotome
Tal-Romon Legion Amarr Empire
10
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Posted - 2012.07.13 20:02:00 -
[20] - Quote
I tried to use the Move yesterday and it was soooo bad omg ^^
I tried to adjust the settings a bit but it didnt really help, a few seconds later an enemy started shooting at me and I was running arround like a chicken with no head and shooting every damn bullet arround his body. A few secs later i stopped moving cause I had to laugh so hard lol
The Move funtion really needs to get some love :)
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GM Nythanos
CorpA Corp
127
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Posted - 2012.07.13 20:06:00 -
[21] - Quote
The current build is the first one we'd added Move support to for the Beta. I know I've seen a few things like deadzone sensitivity come up in a few previous threads but more constructive feedback is always welcome. |
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Brahma El Indio
Bragian Order Amarr Empire
171
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Posted - 2012.07.13 20:48:00 -
[22] - Quote
GM Nythanos wrote:The current build is the first one we'd added Move support to for the Beta. I know I've seen a few things like deadzone sensitivity come up in a few previous threads but more constructive feedback is always welcome.
Besides the dead zones, the reticule needs to have movement when ads, within the bounding box.....
There should be two bounding box settings, one for normal play and one for ads
And the calibration loss needs to be addressed
Also the cursor should be visible at all times, even when running....
That's a start |
Belzeebub Santana
SVER True Blood Unclaimed.
409
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Posted - 2012.07.13 21:17:00 -
[23] - Quote
Socom 4 had a lock button so the whole screen would lock on your cursor and move when the cursor moved, much like a kb +m setup. It helped turning corners and turning around faster.
I like the pump.action as reload also. |
Kain Spero
Imperfects Negative-Feedback
906
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Posted - 2012.07.13 21:26:00 -
[24] - Quote
I've found turning is terrible, even with the turn speed maxed out. |
Ourors
Doomheim
130
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Posted - 2012.07.13 22:18:00 -
[25] - Quote
GM Nythanos wrote:The current build is the first one we'd added Move support to for the Beta. I know I've seen a few things like deadzone sensitivity come up in a few previous threads but more constructive feedback is always welcome.
you guys forgot to use input from the accelerometer or gyroscopes, it's a literal X-Y plane input from the move controller's orb thing, it's REALLY REALLY BAD |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.07.13 22:25:00 -
[26] - Quote
Modal turn mode toggle and better calibration. |
shade emry
Doomheim
5
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Posted - 2012.07.13 23:53:00 -
[27] - Quote
GM Nythanos wrote:The current build is the first one we'd added Move support to for the Beta. I know I've seen a few things like deadzone sensitivity come up in a few previous threads but more constructive feedback is always welcome.
OK, so I went out and bought a PlayStation move set to test DUST514. I also went and downloaded/bought most rail shooters to get a good feel for what having the move system is like and what to expect..
IGÇÖm using the Socom 4 Gun add-on for the move to help stabilize the experience, and so far am rather disappointed with the calibration settings. the tolerance and sensitivity is way to high for stock/default.. Yes i know some settings need to be tweaked and it took me forever to get it to the point that if i breathed i wouldnGÇÖt make a sharp cut to some viewpoint. I think the controller and interface needs some serious adjusting.
Now onto in battle field trial...
so i can use the navigation controller, that part seems perfect, but as far as sitting in a turret, or running and/or attempting to shoot someone causes the controller to just fire in a wide circle random pattern, even with vibration turned off. IGÇÖve known some game developers and know that with the game-pad interface their is always a very small aim assist program built into the game to help remove this frustration/enhance game-play.. The move Support with this feature is lacking so bad that with the gun placed in an actual aim vice and after calibration on a several hour scale, the cursor "Vibrates" in battle field conditions..
Now in my opinion, as I didnGÇÖt mention my exp with move support on other game titles, i took 3 days to try them out..the best I found in both accuracy, ease of calibration and playability was Dead Space Extraction. If the move ever left the frame, it re calibrated right their on the spot and usually fixed any drift issues that happens as you inevitably move in your living room/game room.
Also on a cosmetic note, if you can make the move ball change different colors via options, i think this will add a very unique customization to the game..no one likes a pink ball blue ball, well their are people, but i like red or green..
As I know MANY people that are looking forward to a combat play style with this move controller setup that actually works, its in my honest opinion that if you can perfect this, you will have a very immersible game indeed with customization options. |
shade emry
Doomheim
5
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Posted - 2012.07.13 23:56:00 -
[28] - Quote
Ourors wrote:GM Nythanos wrote:The current build is the first one we'd added Move support to for the Beta. I know I've seen a few things like deadzone sensitivity come up in a few previous threads but more constructive feedback is always welcome. you guys forgot to use input from the accelerometer or gyroscopes, it's a literal X-Y plane input from the move controller's orb thing, it's REALLY REALLY BAD
yeah their using i think the stock move SDK from playstation...Sony hates giving instructions so their kinda flying blind i think..the fact they got it working...semi ok is amazing. |
Prince Moonracer
Amarr Templars Amarr Empire
3
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Posted - 2012.07.14 03:22:00 -
[29] - Quote
GM Nythanos wrote:The current build is the first one we'd added Move support to for the Beta. I know I've seen a few things like deadzone sensitivity come up in a few previous threads but more constructive feedback is always welcome.
I've had a lot of hours logged with my PlayStation Move Controllers since its release mainly dominated by competitive multiplayer in Killzone 3. I just tried out the beta for about a half hour using the playstation move functionality and exploring all of the controllers' options in the system menu and am pleased to find the layout similar to Killzone's. I find Killzone 3's implementation of the move controller the near perfect model for FPS's to adhere to. What I was not pleased to find, however, was what I found in the actual gameplay. Here are some points I think should be addressed before release to get the most out of Move support.
- Deadzone Bug: obviously you addressed this in your comment, but the deadzone options have no effect on my gameplay. I am always stuck at 100 percent deadzones for height and width no matter my configuration attempts. Just getting this one out of the way...
- Aiming: This is THE BIG ONE. It seems like your aiming for the PS Move controller (I don't know if this is a bug or how you intended it) is done at a strict fixed point with only two dimensions of motion capture. For example I have to move my controller (n) inches down to move the game cursor downward REGARDLESS OF TILT, but physically tilting the controller downward at that fixed point has no effect. The Dust Beta only recognizes the x/y plane of the move "light ball" but has no recognition of its tilt. A fix to this is a MUST.
- Zoom: This is in relation to the deadzones and cursor so it might be fixed when those bugs are fixed as well. But, using Killzone 3 as an ace example when you go from free aiming with the Move (at any deadzone setting) and zoom in, the zoom view's center reticle should be at the point you were just at in free aiming. instead of snapping you back to the center of the screen. This can be MOST annoying for players who have large deadzones and are free aiming at an enemy in a far corner of the zone but as they aim they zoom into the center of the screen instead of at the enemy.
Closing comments: I can't wait to sink my teeth into more of this deep game but proper implementation for the move controller is necessary for my type of gamer to really embrace the entire experience. I have never seen move controls at a "beta" stage for any of my favorite PlayStation Move games and I understand it's prototype phase. If there's one thing to take away from this is: I encourage the devs to play a match of Killzone 3 multiplayer with ps move and see exactly what squad multiplayer can potentially feel like in regards to different weapons/vehicle implementations of the move under all types of configurations. Thanks! |
Bubba Brown
Militaires Sans Jeux
32
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Posted - 2012.07.14 04:39:00 -
[30] - Quote
shade emry wrote:
yeah their using i think the stock move SDK from playstation...Sony hates giving instructions so their kinda flying blind i think..the fact they got it working...semi ok is amazing.
wait, really? sony witholds SDK components from devs? that's pretty stupid
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shade emry
Doomheim
5
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Posted - 2012.07.14 12:47:00 -
[31] - Quote
Bubba Brown wrote:shade emry wrote:
yeah their using i think the stock move SDK from playstation...Sony hates giving instructions so their kinda flying blind i think..the fact they got it working...semi ok is amazing.
wait, really? sony witholds SDK components from devs? that's pretty stupid not withholds, just..isn't as elaborate as they should be.. |
Flame Highsea
Doomheim
28
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Posted - 2012.07.24 09:10:00 -
[32] - Quote
Any new from Devs when they have time to fix/patch this?
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