KAGEHOSHI Horned Wolf wrote:This is about the DS3 standard PS3 controller. Sensitivity still feels off. Anyone ever just get on an FPS and spin around? Usually you start out slow and accelerate to spin around faster. In Dust you pretty much spin at a constant speed. If there is acceleration, I don't notice it.
I tested spinning around while un-scoped and scoped in MAG, BF3, and KZ3. All these games had acceleration (though BF3's was pretty light). The lack of acceleration in Dust's sensitivity is why I think aiming feels jerky and not smooth: When sniping in Dust for example, its really hard to do small fine movements, but with better acceleration movement can start slow and very fine before getting fast and big.
Basically sensitivity needs acceleration. Acceleration options would be a great addition to the sensitivity options. The lack of sensitivity acceleration is why many new players don't like the controls.
Dev comment from the IRC.
"[05:14:08] <[CCP]Frame> KAGEHOSHI, we have our eyes on that already, thank you
[05:14:16] yay!
[05:15:10] so does that mean its coming?
[05:15:19] or just being talked about?
[05:16:20] <[CCP]Frame> Controls are being tweaked every day :) And devs love detailed info in that thread as well, as it helps them get clearer picture."
Devs are watching, so make your voice heard on the subject.
Important topic Kagehoshi, and well presented, +1.
I think I'm prioritizing this topic to #1 on my list. That's because atm it's probably the core mechanic that most effects the new player experience.
I want to make a distinction between character acceleration and controller mechanics - both are vitally important to a great game experience and 'feel'.
The short version:
Suit acceleration(linear and angular) is simple physics, and needs to be implemented and applied consistently to all dropsuits based on Suit mass/rotational inertia & Suit drive systems(force/torque) . This gives us the acceleration we need for aiming, adds realism/immersion, and makes suit choices richer(Scouts have greater power-to-weight ratios, etc.).
Controller curve acceleration. This is how controller output varies with stick position. This curve should be smooth(no discontinuities in the 1st derivative) and be non-linear(posess a non-zero 2nd derivative). I think right now we have a controller response curve that looks like: \_/ - a flat deadzone flanked by constant-slope lines, which is what gives us the abrupt transition to motion when the sticks leave the deadzone.
I'm pointing this out because it would be tempting for a developer to address the issue by fixing only one of these two things - it would be a 'good enough' solution and probably reduce the complaint volume on the forums by a good chunk.
But addressing only one of these issues will not give a AAA fps 'feel', which is the only accepatble outcome here. The analogy would be a race car with wheels aligned properly but poor steering geometry, or to put it more visceraly, it would be dressing up a pig. And the players
will feel it, it's prolly the difference between reviews that say 'meh' and reviews that say 'wow'.
As a final point, I feel there's a strong agrument to be made for investing devtime in making the controller response curve player-shapable. (Splines)Bezier curves & control points is the way to do this most efficiently. CCP should tap the dev who did engine exhaust trails for ships in EVE recently. He'd be up to speed and coding in a matter of hours.