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Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.11.28 21:17:00 -
[1] - Quote
To start things off, I've created a handy little image for demonstration purposes: http://i131.photobucket.com/albums/p319/cerb2k3/sens.jpg
The horizontal axis represents the distance the right analog stick has been moved off-center. The vertical axis represents the movement speed of the camera.
The red, green, and blue lines represent what we have now - they are various levels the sensitivity slider is set to. The purple line is what I am proposing.
What I would like to be able to do is manually set multiple hard points for acceleration control of sensitivity. Uniform sensitivity doesn't cater as well as it could to many people; some of us would like a much larger slow zone, or a quicker spike from slow to fast, or an extended range of our optimal speeds, to maximize our individual playstyles.
The way I see it is this:
1. Keep the current slider for those that want to use it, but allow it to be overridden for a "manual sensitivity" option or whatever you want to call it.
2. When you select the manual sensitivity option, you're taken to an open area with your character.
3. You select between x- and y-axis sensitivity, to set them independent of one another, and in isolation from each other.
4. You select a weapon to use to best gauge your performance.
5. You are free to spin around in circles all you want and adjust the sensitivity hard points. This is done by:
5a. As you move the stick, it records (and displays for you) the offset from center.
5b. The rotation speed stays fixed. You increase rotation by pressing R1 and decrease rotation with L1 (in very small increments).
5c. When you find a speed you want, you move the stick to the amount of offset you want that speed to represent, and, while holding the stick at that offset, you press L2 to create the hard point.
5d. You then continue along creating the rest of the points to represent faster and slower turn speeds.
5e. Any space between the hard points is filled in automatically as a gradient (when fully completed setting all the points and saving), and an option you can set to have that gradient be parabolic or linear.
5f. A graphical representation should appear on-screen to show where the hard points are to allow you to overwrite or delete individual settings. It should also show where you are currently with your offset when actively moving the stick.
6. At any point in the process you can switch between setting turn speed and testing turn speed, to see how it will work in-game.
7. You can then move on to setting the other axis of rotation.
8. R2 could be mapped to a weapon select (including vehicle turrets), and ideally settings could be saved on a per-weapon basis (as well as an option to default a particular setting to all weapons that have no setting created for them).
I think this would be better than what we have now. I've never really liked sensitivity sliders (just because they've always been done doesn't mean they're the best way to handle sensitivity settings). Everyone plays differently, everyone handles the analog sticks differently, it'd be nice to let everyone customize their control scheme fully to appeal to their own playstyle and abilities.
The most important part out of this is probably the per-weapon sensitivity. I know I don't want my crosshair moving the same with an assault rifle, pistol, sniper, and SMG, and it would be nice to be able to separate all of that out so when I have a particular weapon out my sensitivity is how I like it. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.11.28 21:18:00 -
[2] - Quote
Would like this but want other things first :) |
Bojo The Mighty
Bojo's School of the Trades
435
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Posted - 2012.11.28 22:01:00 -
[3] - Quote
agreed, Laser rifles, ARs, and Snipers all kind of need different sensitivities to operate |
Tiel Syysch
Imperfects Negative-Feedback
634
|
Posted - 2012.11.28 23:02:00 -
[4] - Quote
Telcontar Dunedain wrote:Would like this but want other things first :)
Agreed. I see it as low priority too, but they seem to keep messing with sensitivity every build, so I'd rather see them focus on implementing something like this than messing with numbers back and forth. |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2012.11.29 03:10:00 -
[5] - Quote
Agreed Tiel Syysch.
I give it a higher priority than low. First priority is core game mechanics and netcode. Second priority is controls.
Being able to adjust the shape of the controller response curve is important and won't cost a ton of dev time - it's pretty good bang for the buck in terms of making DUST stand out from the crowd. Done right, it will satisfy players complaining about control mechanics as well as make the game enjoyable to a broader range of players with varying skills. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.12.01 23:37:00 -
[6] - Quote
If this could be possible done on client side, as I remember all command bindings/settings are server side. |
ratamaq doc
3dge of D4rkness SoulWing Alliance
23
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Posted - 2012.12.01 23:57:00 -
[7] - Quote
+1
I would be happy with independent normal vs ADS settings. This would be even better.
I'm not sure if any other FPS has ever done this, but it would be talked about and welcomed I'm sure. |
Heath Striker
Villore Sec Ops Gallente Federation
1
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Posted - 2013.01.27 01:14:00 -
[8] - Quote
Definitely needs to be implemented. We need a lot more customizable options with the sensitivities. |
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