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Jackof All-Trades
Bojo's School of the Trades
79
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Posted - 2013.01.24 15:00:00 -
[1] - Quote
The wheel is cool, and it's useful. When you're not halfway between your AR and your Pistol, that is. The selection wheel, for all those of you who are looking at me funny. For such a simple thing, it has been overcomplicated way too much. We don't need to have the selection fall between two modules, it doesn't do anything - it doesn't even deselect something you didn't want to switch, you let go of the right analog stick to do that.
So, proposition: The wheel stays, but when you turn the stick, the selection 'snaps' to the closest module instead of falling somewhere between. It sounds simple, and it sounds dumb, but believe me, it'll do wonders. Anyone here played *Ratchet & Clank? No? Can't blame you. But if anyone has, then they know that the selection wheel can be so easy and intuitive - which, unfortunately, isn't how it is now.
Think of the Logis! Shuffling through their handbag in the middle of a gunfight looking for that blasted nanite injector - and where did I put it??
Please. It'll make this game so much better. The same thing goes for fitting, though due to the environment of that, it's not so much of an issue, but it still exists.
Penny for your thoughts?
*I'm not a very big gamer, so I had to use my limited experience to make this analogy. In other words, only game that I know has what I'm talking about. |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.01.25 00:26:00 -
[2] - Quote
The idea of making it a 'snap selection' is to make it more intuitive: that is, you do it without thinking, so there are no worries in the middle of a match. In the game I referred to, you have about 8 different weapons that I've had no trouble managing trough this interface (or that it's similar anyhow). |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.01.25 07:36:00 -
[3] - Quote
Thor Thunder Fist wrote:I have played the ratchet and clank games(deadlock being my fav) but I prefer the old select system where you could quickly tap R2 multiple times and it would go to the equipment you wanted and not have to bother with the wheel. but I do like the wheel without the snap so sorry but I gotta dislike this thread :/ just my personal preference maybe a way that everyone can chose their own preference.
Double tapping R2 sounds like something that CPP should bring back. I respect your opinion wholeheartedly, however I'm curious as to why you like the wheel as it is. Care to share? |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.01.31 12:11:00 -
[4] - Quote
Would also really like to be hearing from anyone who doesn't like this idea, and their reasons for their stance. No hate or personal attacks, but for the development of my idea I need to understand its flaws. |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.01 10:19:00 -
[5] - Quote
Garrett Blacknova wrote:Better fix: Once something is highlighted, make it STAY highlighted until you select something else.
My biggest problem with the wheel is the fact that I have to throw my aim off to select what I want. Isn't this already implemented? It's that way with the quick squad-leader commands anyhow. |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.01 10:28:00 -
[6] - Quote
Oxskull Duncarino wrote:I like the wheel. It takes a small bit to get the twitch memory for selection, but when I'm running logi I love it. Just take your time till then. If you're used to assault/scout and switch to logi you can expect to be all over the place for the start. What the devs do need to do is spread out the options around the full 360 degrees. If they have slots all the way around and the player can decide which slot they want to have what in, I think most people would be very happy with it. For example, scouts and assaults up to proto, could have the main weapon at 12 o'clock, sidearm at 3 o'clock, and the equipment at 6 o'clock. What I'm going to say next is common knowledge to most veterans. If you have a nanohive, injector, drop uplink, etc. in your hands and you want to switch back to your gun, you don't have to bring up the wheel. Just tap the R2 and it automatically equips your main weapon. The same for switching between main weapon and sidearm. Just tap R2. Possibly the reason that we have everything crammed together on the wheel is that once all the other modules that have activated functions are introduced into the game, and the field commander dropsuit the Crusader is included, there will be alot of options to control on that wheel. That will sound like hell for some people, but then again, others will glory in all the options. I can't wait to try it As to Ratchet & Clank, I've only played one and I can't remember the name, but me and my mates had a laugh playing it with a slab of beer. Anyway, it had a customisable wheel. If you preferred a certain weapon/item in a certain spot you put it there. It worked great. Visually, the wheel is great. Honestly, it's so pretty. The selection has buggered me plenty of times, particularly when grabbing the Nanite Injector in the middle of a gunfight. Tapping R2 does get my weapon up quick, but for Space-Epipen... I actually think CCP is thinking of keeping the rest of the slots available for active modules when they're implemented - which they are going to be, I remember a Dev post saying such, though they were in planning I believe. Active modules would only be activated in the middle of a fight, and I think is another good reason for my suggested feature. You literally can switch weapons and turn on modules without thinking once your muscle memory gets the hang of it. Again, thanks for answering. Still not sure why you like the current wheel, but it's always good to get another perspective.
P.S. Oh my god Crusader suits are going to be amazing. |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.01 10:29:00 -
[7] - Quote
Oxskull Duncarino wrote:I like the wheel. It takes a small bit to get the twitch memory for selection, but when I'm running logi I love it. Just take your time till then. If you're used to assault/scout and switch to logi you can expect to be all over the place for the start.
What the devs do need to do is spread out the options around the full 360 degrees. If they have slots all the way around and the player can decide which slot they want to have what in, I think most people would be very happy with it. For example, scouts and assaults up to proto, could have the main weapon at 12 o'clock, sidearm at 3 o'clock, and the equipment at 6 o'clock. Visually, the wheel is great. Honestly, it's so pretty. The selection has buggered me plenty of times, particularly when grabbing the Nanite Injector in the middle of a gunfight. Tapping R2 does get my weapon up quick, but for Space-Epipen... I actually think CCP is thinking of keeping the rest of the slots available for active modules when they're implemented - which they are going to be, I remember a Dev post saying such, though they were in planning I believe. Active modules would only be activated in the middle of a fight, and I think is another good reason for my suggested feature. You literally can switch weapons and turn on modules without thinking once your muscle memory gets the hang of it. Again, thanks for answering. Still not sure why you like the current wheel, but it's always good to get another perspective.
P.S. Oh my god Crusader suits are going to be amazing. |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.02 12:25:00 -
[8] - Quote
Garrett Blacknova wrote:No it isn't. And no it isn't.
If I want to set a defend order on a squadmate at anything resembling a decent speed, I HAVE to line up aiming slightly down and to the left, because when highlighting the "Defend" order, I CAN'T release the stick or I lose the highlight on the selected order. If it works otherwise for you, awesome. But it doesn't work for me.
Same problem setting orders on the map. Highlight a position, hold X, and tilt the stick. Highlight the desired order, then release the stick, and it doesn't stay highlighted. You have to release X first, which sends the marker across the screen for a moment and possible pans the map away from where you want to be looking. Not as big a frustration there, but still occasionally annoying. Ah yes, my apologies, I thought you meant when you were just panning around. It's good to have a cancel order though, and releasing the stick is as good as any. Why do you hold down X, for me it's R2, R3 (the right analog stick you press down). Anyway, the problem you have with the selection wheel wobbling about is what inspired me to put this post, so if you don't think it works then damn, no point in it very much is it :p if CCP were to make it so when you release the analog lets it stay on the highlighted field, then what would be the cancel action? |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.02.05 21:48:00 -
[9] - Quote
Slightly ashamed self-bump |
Jackof All-Trades
Bojo's School of the Trades
81
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Posted - 2013.03.09 08:37:00 -
[10] - Quote
Glad to see agreement. Pity the Devs haven't written about it in their weekly responses though. |
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Jackof All-Trades
Bojo's School of the Trades
115
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Posted - 2013.06.14 07:11:00 -
[11] - Quote
It's been three months, but I think this is as good a time as any to bring this backGǪ Shameless self-bump in light of awkward module switching for tanks |
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