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Grit Breather
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Posted - 2012.08.20 09:39:00 -
[1] - Quote
TLDR: Vehicles are perfect as they are. Stop asking for arcade Mario Cart type controls. They don't belong in Dust.
I've been following a very large volume of requests and rants about the current vehicle controls. This goes for all vehicles from dropships to HAV's to LAV's. People keep asking for simplified arcade controls which may well make driving/piloting easier but take away most of the advanced control a good driver could have over a vehicle.
Dropships are not impossible to control, they just take practice. LAV's are not "meant to only go in straight lines". Learn to drive. Have you ever gotten into a real car and just hit the gas all the way down? Of course not, you wanted to retain control. So what makes you think you can drive the LAV differently? The stick is analogue for a reason - use it that way. HAV's are similar to LAV's only heavier and slower. But the same concept applies to them.
You must understand people, CCP have done an amazing job with vehicle physics in the current build. I'm very happy with the way vehicles respond. Just keep in mind that you now have to learn how to drive/fly. You won't be able to get into any vehicle all willy-nilly and not flip yourself over if you don't know what you're doing.
Just remember what you do in real life. More speed = Less control. Just find your sweet spot and play with it.
Edit: The one thing I would like changed is the ability to keep a forward motion while turning with a land vehicle (LAV/HAV). This is currently almost impossible with sharp turns. I currently don't have a good solution for this beyond the existing controls. A possible thought I have is to have a sort of acceleration dead zone in the left stick which would allow me to keep my existing motion until I got a certain distance in the other direction. This would only be active during turns. Straight motion would not have the deadzone feature. |
Grit Breather
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660
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Posted - 2012.08.20 09:55:00 -
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TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart?
But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics. |
Grit Breather
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660
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Posted - 2012.08.20 10:01:00 -
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Sari Galana wrote:The problem I currently have with the vehicle controls isn't the difficulty in keeping them going straight, but the awkwardness of complex manoeuvring. If I push the stick to the right, it's a very fine line between going forwards and turning right and going backwards turning right - an important difference if I'm trying to turn round in a small space.
Switching acceleration (and reverse) to a separate control (such as L1/L2 as you suggest) would fix that (but I've only driven the LAV so I don't know if those buttons have other functions on HAVs). Good point which I missed out on. I'll adjust my post. The HAV uses L1 for ADS.
I agree completely about the turning. I've gotten rather good at driving the new LAV but sharp turns are hard to do. Especially if you want to retain any speed control. |
Grit Breather
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660
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Posted - 2012.08.20 10:06:00 -
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TiMeSpLiT--TeR wrote:Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics. The majority of players are complaining. I have no problem with it, but others do. Seeing it will make some impact of player count in frustration that's my concern. The majority of players are always complaining. Those complaints usually go away after a week or two when they adapt. If these complaints do indeed continue for a long time after that they should be looked at.
But I still maintain my position that the current controls are well in-line with Dust. |
Grit Breather
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660
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Posted - 2012.08.20 11:21:00 -
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KAGEHOSHI Horned Wolf wrote:Because everything has to be so hardcore, and nothing can just be simple. Why don't we just invert infantry movement controls? You know, so its no longer like CoD or other nooby arcade games, so that walking will take skill. Who cares about fun at all, right?
Just because you prefer something a certain way doesn't mean that is how it should be, and doesn't mean people don't have the right to ask for it to be different. I don't really see any merit to the "because its not mario cart" argument. Any simple game mechanic comparable to something from an arcade game, and be grounds for changing, no matter how ridiculous it is. Believe it or not, FUN ACTUALLY MATTERS in games.
Vehicles are expensive. Even militia vehices that can be destroyed with weapons ranging from free (militia swarm launcher) to about 4,000 ISK (standard forge gun) can cost more than 130,000 ISK. Besides the starter LAV, militia vehicles are no longer permanent (which I think is a good thing). Think about these things together, expensive + hard to use, because something is hard to use, it requires practice, but should someone have to spend hundreds of thousands of their ISK on a couple of weak piece of poop dropship sthat might get taken down in 3 minutes just to get use to the controls?
I'm fine with LAV controls (doesn't mean it shouldn't be tweaked), haven't tried the HAVs recently, bu the dropships really should be changed back. Dust is based on the same motiff as EVE. Sharp learning curve and ultra hardcore. While I do realise this is just my opinion and not fact, I believe in it.
I don't see much point to people argueing for realistic hit detection, weapon range and firing cone (scatter) but on the other hand asking for simplified vehicles. A hardcore game means you specialize. Just because you're an amazing sniper and can't drive for **** doesn't mean vehicles should be simplified. It means you should find a good driver for your squad. |
Grit Breather
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660
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Posted - 2012.08.20 11:22:00 -
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Abron Garr wrote:Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics. Then you should have to use Steering wheel and pedals to drive. After all, it means more realism right? While I agree with that direction in general, I don't think people should be forced to PAY extra. That's where I draw my red line.
I think you should push to the max with the tools at your disposal. If you need a new tool you're doing it wrong. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 12:08:00 -
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Garrett Blacknova wrote:Grit Breather wrote:Dust is based on the same motiff as EVE. Sharp learning curve and ultra hardcore. While I do realise this is just my opinion and not fact, I believe in it.
I don't see much point to people argueing for realistic hit detection, weapon range and firing cone (scatter) but on the other hand asking for simplified vehicles. A hardcore game means you specialize. Just because you're an amazing sniper and can't drive for **** doesn't mean vehicles should be simplified. It means you should find a good driver for your squad. Arguing realism is an argument IN FAVOUR of changing the controls. You don't get your car speeding forward faster than intended because you're turning the wheel sharply, do you? NO. In this, hard cornering is near-impossible without affecting movement speed as well. Movement and steering should be separate functions. The reason that works for racing sims (NOT just karting games) is because it's ... say it with me... MORE REALISTIC. TRIGGERS (as I mentioned before, also pressure-sensitive, and therefore appropriate to allow variable acceleration) for accelerator and brake/reverse. Left stick for TURNING ONLY. Before flaming me, please read my OP. Thank you.
I do point out that the turning mechanism is flawed ATM and have also suggested a solution. I originally wanted to go with L1/L2 for forward/reverse but as someone pointed out, that would've broken the HAV. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 12:16:00 -
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Iron Wolf Saber wrote:Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics. It isnt a tacical simulator either. With the total lack of UI elements the current control schemes are extremly hard to be managed. Finally with the controls where they are they have very shallow 'ceilings' that once you can competenlty operate them thats it, there is nothing beyond that really to be honest. Throw in the fact you have to use modules and manage tanking at the same time severly reduces focus factor requires of vehicle operators if the vehicles had absolutely no items to have to turn on this would been okay but its not, we're expected to throw up electronic warfare, tank, slam the capacitor injectors just to keep the modules going. The controls shouldnt be so difficult that nobody wants to get in these golden coffins. They shouldnt also be something people master in one day. Finally the control schemes shouldnt and I bear repeating shouldnt be favoring the best killing machine the HAV. Doing so results 'why drive anything else?' question whcih is what lead to murader overpopularity last build and quickly leading to it this build again, since dropships are having extremly difficult time engaging a tank safely. As the previous poster said we dont have gas and break contorll installed in the steering wheel. They're on the floor in form of foot pedals. I really don't agree with you on the learning curve. I even think most people here are hypocrites.
Vehicle controls are easier than learning to shoot. Do you really mean to tell me that a person is expected to get a positive KDR in ONE DAY? Hell no. It takes constant practice for days if not weeks or even months.
Dust has unique vehicle controls which are just as good as weapon controls. Why don't you complain that it takes a new player (with no FPS experience) too long to learn how to shoot, strafe, avoid and prioritize? That takes a lot longer than learning to drive the current LAV. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 12:20:00 -
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Garrett Blacknova wrote:Grit Breather wrote:Before flaming me, please read my OP. Thank you.
I do point out that the turning mechanism is flawed ATM and have also suggested a solution. I originally wanted to go with L1/L2 for forward/reverse but as someone pointed out, that would've broken the HAV. I'm not flaming you, I read the OP, this was my second post in the thread. And you may not have noticed, but there are separate "wheeled vehicle" (LAV) and "tracked vehicle" (HAV) controls. HAVs, imo, handle fine (I suck with them), and LAVs aren't too bad (I'm better with them, but find the control scheme more awkward). All I'm saying is that it would make more sense NOT to use the current control scheme for LAVs, both from the perspective of realism AND fun factor. You mentioned in several comments that using buttons doesn't work as well for realism because you can't vary the speed as fluidly - I'm pointing out that with the triggers, you CAN. I'll clarify. The controls may need tweaking (especially sharp turns with throttle) but in general the physics model of the vehicles in Dust is perfect. They behave as they should as I see it.
The holy grail for the new physics model for it is the dropship. I'm completely in awe with CCP for accomplishing this. It almost seems like they built a dynamic vehicle force engine and allowed the controls to just map to that. For a new vehicle they just define its vectors and let it loose. No special control mapping, just the dynamic engine. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 12:22:00 -
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Mavado V Noriega wrote:dude said vehicle controls are fine #imdone this game will fail if this is the kinda delusional feedback and suggestions these fanboys giving I'm open to your thoughts on the matter. You're clearly opposed to my opinion on the matter, I'd love to hear why. What makes the current controls so bad for you and what would make them better? |
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Grit Breather
BetaMax.
660
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Posted - 2012.08.20 12:28:00 -
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Iron Wolf Saber wrote:the ideal learning curve should be
Okay I can get in and not crash. Okay i can move a bit and not blow up. Okay hitting things is bad, going faster would probably blow me up next time. Okay that swaps seats, this operates my modules, oh i can go backwards. Okay I can easily get from point a to b reliably.
and thats where LAV and current DS controls learning curve really ends though.
There is no, so compentently be able to drive a vehicle that I can scoot into a fire fight pick up the wounded and get them out of there safely. I'm not sure I follow you on that but I think I disagree with you.
The LAV is a smaller simpler vehicle and I'm not sure you can actually go further but let me just say this: I've seen differences in driving skills between myself and others. I can go faster and retain control where others can't and this helps me keep my squad alive. I can meneuver reliabley where others can't and this helps me get the mission done. I can work with my gunner very effectively and this helps my squad. There is where to aspire to. There is a driving skill.
As for dropships, I really disagree with you. The current physics model allows for amazing flight. It's very natural once you get the vectoric-balance system down. While I'm still a bad pilot, I understand the physics model and know what I'm doing wrong. For me it's just a matter of training my fingers and brain to work with what I already know. I'm not "guessing" as to why the dropship isn't doing what I think it should. I know why it's not doing what I want because I didn't push it in that direction. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 12:30:00 -
[12] - Quote
Iron Wolf Saber wrote:Grit Breather wrote:Mavado V Noriega wrote:dude said vehicle controls are fine #imdone this game will fail if this is the kinda delusional feedback and suggestions these fanboys giving I'm open to your thoughts on the matter. You're clearly opposed to my opinion on the matter, I'd love to hear why. What makes the current controls so bad for you and what would make them better? Because the infantry learning curve is nowhere near as steep let alone has a much much much higher ceiling than any vehicle. As stated in my previous post, I disagree with your definition of a ceiling. It's a lot higher than you imagine.
As for infantry skills, people here have been working on them for years (some anyway). You can't really expect a person to spend 2 days in a vehicle and expect to be as good at driving as he is at shooting for years. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 14:14:00 -
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EnglishSnake wrote:L1/R1 for driving? whats wrong with you them are basic controls for aiming and firing
L2/R2 are the standard driving controls The most important thing is to keep controls for a game in-line with the game itself. That means you can't have a completely different control scheme for every single vehicle.
Because of that I'm working with these pointers:
- Infantry controls should be the base of our vehicle controls or people will have a very hard time adapting when getting in and out of a vehicle.
- Our infantry controls define unchangeable presets for vehicles (I've not listed any of the open buttons which are not used when moving from infantry to vehicles) as described below
- Some vehicles shoot and some don't but the control scheme should not mix moving and shooting buttons as that will be confusing
Fixed settings due to infantry controls:
- R1 shoots
- L1 goes to ADS
- R2 brings up the weapon/module wheel
- Right stick controls the camera
- Left stick controls movement
- D-Pad is useless for driving controls as it's too far away and digital
- Shapes pad (circle, triangle etc') is useless for driving controls as it's too far away and digital
Because of this I came up with the thrust "dead zone" in my OP. I just see no other way of keeping a standardized control scheme between all land vehicles. To clarify, tracked vehicles should and do behave differently than wheeled vehicles but this is just their movement model. The controls are identical.
The other way of going at it would be to reexamine infantry controls and change that. But I'd not like to go down that road. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 14:23:00 -
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Iron Wolf Saber wrote:DUST Fiend wrote:Dropship controls are horrible, clunky, and not even remotely fun. I don't see why a Dropship should be so much harder to pilot than a tank, when you consider the impact a tank makes vs a Dropship, and also when you compare their difficulty to kill.
Dropship controls are horrible. ^ and this is why you dont impliment horrible controls its going to encourage the 'lame' and 'lazy' tactics mostly, As posted in another thread the dropship tower camping is going to be popular again for the basic grounds of 200isk into 100k sp conversions and the extrem difficulty in challenging the tower. Players would like to take the path of least resistance, and the skill route for dropships is so adverse it is going to constantly boil down to 'why fly one?' Name one thing a dropship can do that an LAV can't in the same amount of time and you'll find yourself in a losing argument. At least a LAV can land without blowing up. But you're not also listening about the skill caps. Infantry are nearly infinite ceiling, there is always something to aspire to in infantry peformance, better aiming, better planning, better situational digestion as infantry and appraoches. You can see other players in infantry being very good and envy them. When I look up and see a dropship or see an LAV I can only think of one thing, pinanta. I dont evny the pilots I dont envy his skills I mutter on his poor choice of mobility. Oh you can do one barrel roll, good luck as the followup launch timed on purpose to meet you as soon as get done rolling means you either eats the first or second launch. The only good lavs Ive meet are the ones that know to stay away from the heavy looking for them, most are just solo cappers that really dont know how to operate them esepcially when one AV nade ends thier joy ride. If there is such a think as a superior dropship pilot, I havent seen it yet, I havent seen on last more than 20 seconds in combat, I havent seen one I didnt make sure didnt stay in combat that long, I havent seen a dropship that didnt get shot down by a single milita reload. and BTW battlefield 3 choppers dont fly this horribly there is something deep level wrong in control responses. I think we'll just agree to disagree on this matter. Good pilots take a lot of training and can do amazing things. A good dropship pilot can do incredible things with the new dropship which were not remotely possible with the old one. I endorse this.
I will also keep working on my driving (and piloting when I can afford it until we have a simulator). I've already gotten a good grip of LAV controls and am doing impressive driving. I've learned to stay away from infantry running towards me because they have grenades. I've learned a lot of things new drivers don't know. I practice and it helps me be better. Would I practice this much if my LAV cost me ISK? Probably a bit less but my lessons would be more memorable. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 14:38:00 -
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DUST Fiend wrote:Grit Breather wrote:. A good dropship pilot can do incredible things with the new dropship which were not remotely possible with the old one. I endorse this.
You're right. When they nose dive into a cliff, it's freaking incredible. Sarcasm aside, can you give some actual, specific examples of these incredible, new found maneuvers? Have you even seen a helicopter doing trick flying? Our dropship can be even more agile than that, the physics model (and yes, even the controls) allow for that.
As for a more down to earth example. Think of a trained and in-sync dropship crew spotting a target right below them. The new dropship can do a 90 degree side roll and bring one gunner immediately above the target below them for 2-3 seconds. That should be enough for a good gunner to release 1-2 missiles into the target's head.
Think of a realy acrobatic dropship dodging missiles around buildings with sharp turns. Think of a quick pilot side rolling to avoid a tank shell headed their way. Think of flying at almost ground level and following the land conteurs in order to avoid AV fire. Think of 3 dropships doing this in sync and dropping off 12-18 mercs on the enemy's doorstep.
The new dropship is an increadible beast. People just need to learn how to tame it. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 14:42:00 -
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Iron Wolf Saber wrote:And congradulations I've shot you down. try again. Dropships are in the air. Everyone can see them and especially AV guys. The new dropship isn't more vulnerable than the old one. What you're argueing is that dropships shouldn't exist at all because they can be shot down. That has nothing to do with the new one vs. the old.
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Grit Breather
BetaMax.
660
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Posted - 2012.08.20 14:51:00 -
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I like the new dropship. I believe it's much better than the old one. I've taken it out and played with it and have done things that I deem realistic given the unique drive system. I think it should be kept as is and not dumbed down.
My belief breaks up into two seperate sections and only one of those is actually being disputed. The first is that the new dropship is realistic in the way it handles. This is mostly undisputed and most people I've argued this with have agreed on this part.
The second is the matter of whether this realistic control is actually what we want in Dust. My answer to that is a resounding YES. I want this, I've dreamed of this for years and someone has finally made it. But this is where most people disagree with me and I accept that.
What I'm trying to do is raise awareness for the issue and also convince people in my beliefes. I do not block other beliefs and do not flame others for having them. What I am is very adamant in my own.
Eventually time will tell. I'm hoping complaints will go away as more people come around to my way of thinking but the opposite could happen to. The dropship controls could be dumbed down and the physics model changed. I've aired my wishes and just hope others come to see the same say.
That is all. |
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