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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Tommy Greesit
Seituoda Taskforce Command Caldari State
2
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Posted - 2012.07.28 14:36:00 -
[1] - Quote
I have tried using the Move controller with the Navigation Controller and with the DS3, and I get a continuously spinning screen no matter where I point the Move controller. If I hold down the move button it stops spinning and then resumes as soon as I let go of the button. I haven't left my quarters to see if this stops when I get into the combat zone. What am I doing wrong? Thanks. |
Bruce Will es
Bragian Order Amarr Empire
0
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Posted - 2012.07.29 18:19:00 -
[2] - Quote
Yeah, got the same problem. I 'fixed' it by lowering down the sensitivity in the Options - Move Section - try it out. But still its damn slow and the reactions are not really well. Now I have to point at the very edge of the screen to get it turning somehow |
Gro tesq
Royal Uhlans Amarr Empire
0
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Posted - 2012.07.29 20:12:00 -
[3] - Quote
Same here. I think i set it to 1 or 2. It's still touchy trying to turn though. Went back to the regular controller. |
Agnoeo
Jedi Knights.
35
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Posted - 2012.07.30 20:27:00 -
[4] - Quote
Gro tesq wrote:Same here. I think i set it to 1 or 2. It's still touchy trying to turn though. Went back to the regular controller.
Just wanted to add I had the same problem when using the move. Tried to turn it down, but was still very touchy with turning then would freak out around the screen. Dunno if their too concerned with the move right now, but thought would throw it out there. |
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GM Kiriap
Royal Amarr Institute Amarr Empire
122
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Posted - 2012.07.30 21:17:00 -
[5] - Quote
The DEV team is working on it; so the more details you can provide on this issue, will be really appreciated.
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Bloody Marcel
Osmon Surveillance Caldari State
1
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Posted - 2012.08.09 22:40:00 -
[6] - Quote
You need to drop the current position cursor solution and implement an actual angle cursor.
People are having trouble with the current implementation because they expect to aim/look at in the direction they are pointing the Move, which is not what a position cursor allows to do since Move orientation is completely irrelevant.
The position cursor basically turns the Move sphere is a mouse ball and the flat, vertical plane in front of the user into an imaginary mouse pad. This is just wrong, especially when combined with the bounding box-based spin system.
Look no further than inFamous 2 for a proper implementation. Even tho it's a 3rd person game, Sucker Punch nailed it. You might also want to look at the upcoming Portal 2 In Motion DLC from Sixense for another example of great motion controls.
You could also disregard the floating cursor altogether and go for a fixed one. Play the shooting sections of PlayStation Move Heroes to get an idea of how it works (you can spin without ratcheting there as well, which is great). |
Velvet Overkill
104
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Posted - 2012.08.10 00:37:00 -
[7] - Quote
You have to go to the sensitivity and change it from 8000 or 9000 something to the normal 1-100 range. No joke, that's what happened when I first tried the move on Dust. |
Captain Isometric
2
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Posted - 2012.08.10 06:10:00 -
[8] - Quote
When I was calibrating the MOVE today the second calibration target did not display on the screen. Anyone else have that problem? |
Roamcel Varije
3
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Posted - 2012.08.10 08:27:00 -
[9] - Quote
Sadly the MOVE implementation is garbage.
It does not operate as a 'free aim' device (see killzone 3), but rather as a screen-casted controller, which is ridiculous. Additionally, whoever was in charge of its finetuning did the worst of jobs: calibration results are pathetic compared to other games:
instead of actually turning, you wound up moving your MOVE from left to right and up down, like an idiot, trying to center your targets on screen. Get rid of it altogether, to save players the bother of such a miserable result.
Oh, and implement the ******* usb mouse already. 100% of this community is from pc players. |
Flame Highsea
Doomheim
28
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Posted - 2012.08.10 08:44:00 -
[10] - Quote
Roamcel Varije wrote:Sadly the MOVE implementation is garbage. That is sadly true.
and now they are adding Kb/M support to see how well KB/M works agains Move and Pad...
Im not going to use any more AUR to this game before Move is fixed
No use to hit head against wall with KB/M users. |
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Velvet Overkill
104
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Posted - 2012.08.11 08:47:00 -
[11] - Quote
Tommy Greesit wrote:I have tried using the Move controller with the Navigation Controller and with the DS3, and I get a continuously spinning screen no matter where I point the Move controller. If I hold down the move button it stops spinning and then resumes as soon as I let go of the button. I haven't left my quarters to see if this stops when I get into the combat zone. What am I doing wrong? Thanks.
After calibrating go to the PS Move calibration options and you will see the sensitivities as follows: Deadzone Width: 100 Deadzone Height: 5636 Crosshair sensitivity: 4653 Turning Speed: 5046
Scroll over those options to automaticly bring them all to 100 then tweak it however you like. |
Jimbo Boilstaff
Algintal Core Gallente Federation
83
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Posted - 2012.08.11 09:54:00 -
[12] - Quote
. |
Hammer Of Heaven
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2012.08.11 11:26:00 -
[13] - Quote
Bloody Marcel wrote:You need to drop the current position cursor solution and implement an actual angle cursor.
People are having trouble with the current implementation because they expect to aim/look at in the direction they are pointing the Move, which is not what a position cursor allows to do since Move orientation is completely irrelevant.
The position cursor basically turns the Move sphere is a mouse ball and the flat, vertical plane in front of the user into an imaginary mouse pad. This is just wrong, especially when combined with the bounding box-based spin system.
Look no further than inFamous 2 for a proper implementation. Even tho it's a 3rd person game, Sucker Punch nailed it. You might also want to look at the upcoming Portal 2 In Motion DLC from Sixense for another example of great motion controls.
You could also disregard the floating cursor altogether and go for a fixed one. Play the shooting sections of PlayStation Move Heroes to get an idea of how it works (you can spin without ratcheting there as well, which is great).
Bloody Marcel wrote:You need to drop the current position cursor solution and implement an actual angle cursor.
People are having trouble with the current implementation because they expect to aim/look at in the direction they are pointing the Move, which is not what a position cursor allows to do since Move orientation is completely irrelevant.
The position cursor basically turns the Move sphere is a mouse ball and the flat, vertical plane in front of the user into an imaginary mouse pad. This is just wrong, especially when combined with the bounding box-based spin system.
Look no further than inFamous 2 for a proper implementation. Even tho it's a 3rd person game, Sucker Punch nailed it. You might also want to look at the upcoming Portal 2 In Motion DLC from Sixense for another example of great motion controls.
You could also disregard the floating cursor altogether and go for a fixed one. Play the shooting sections of PlayStation Move Heroes to get an idea of how it works (you can spin without ratcheting there as well, which is great).
I agree with the above. I also want to add in a little of my feedback on the move.
What is done well:
* Just trying to support the move is awesome. I like this and it can be very enjoyable.
* Vehicle turrets. The move as used in vehicle turrets is a lot of fun. The immersion you get from "steering" you're turret with the move rocks.
What needs work:
* Driving vehicles. Navigating with a vehicle is very challenging and a real handy-cap .
* Fixed calibration. This is the application of the current calibration. Like mentioned above, it is a virtual mouse pad and the move is the mouse-ball.
* Player navigation. Shooting and navigation currently is very clunky when you need to be doing both.
* Zooming with a weapon is completely borked. If you zoom in with a weapon, you have no real ability to follow a target that is moving
Suggestions for improvement:
* Add in a setting in the menu to have a fixed cursor.
* Have individual settings for different parts of game play. Settings for manning turrets/installations, vehicles, standard nav/shooting, and vehicles.
* Consider a calibration style that is subjective, or easily redouble in the field. One of the main problems is that the player needs to sit very still while playing. This is unnatural, even when you're into the game a person moves around some. when they do, you suddenly find that it is harder to turn left, look up, or many other issues.
* Either do a fixed cursor or a moving cursor for being zoomed in with a gun. This needs for be configurable.
* Just like CCP does with EvE online, allowing things to be as configurable as possible is a good way to put this game up on the leading edge and gain points with the FPS demographic. The more nobs and leavers available the better. However, make it easily understandable is still important.
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