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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.19 04:53:00 -
[1] - Quote
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. |
Sete Clifton
PSU GHOST SYNDICATE
67
|
Posted - 2013.02.19 05:02:00 -
[2] - Quote
Yeah, there is something "off" about the aiming in Dust (both in and out of ADS). I'm not sure exactly what it is, but it has to be some combination of sensitivity, acceleration, and dead zone. For me personally, fixing this would be a huge improvement of the game overall. Games that don't have proper aiming mechanics get very tiresome and tedious after a while.
As you pointed out, sniping is a good example. Making small adjustments (usually trying to line up a head shot) of a completely motionless target can be a real pain in the ass. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.19 05:33:00 -
[3] - Quote
The turn rate is linked directly with the stick's amount of deflection off center. So you need to learn to finesse the stick. Either that or get stick extensions so you can get finer control with larger movements. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2013.02.19 07:05:00 -
[4] - Quote
Shijima Kuraimaru wrote:The turn rate is linked directly with the stick's amount of deflection off center. So you need to learn to finesse the stick. Either that or get stick extensions so you can get finer control with larger movements. Thanks for stating the obvious.
Edit: Also getting stick extensions or having more skill with moving the stick wouldn't solve the problem of the jerky nature of aiming in dust. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.19 07:09:00 -
[5] - Quote
Velvet Overkill wrote:Shijima Kuraimaru wrote:The turn rate is linked directly with the stick's amount of deflection off center. So you need to learn to finesse the stick. Either that or get stick extensions so you can get finer control with larger movements. Thanks for stating the obvious.
Some people need it stated. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.19 07:41:00 -
[6] - Quote
So someone points out a problem with the sensitivity, and you choose to blame the player instead, even suggesting spending money on upgrading one's controller when its the game's problem (never seen another shooter have this problem). Ignoring a problem is not the best way to deal with it, especially when it can potentially turn new players off the game since they're most likely used to actually decent sensitivity acceleration. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.19 07:49:00 -
[7] - Quote
I'm not blaming anyone and it's not the games problem just because it doesn't have a mechanic you want. If it's something you're not used to, then do what I do and learn to use it. Failing that, do what I do when it doesn't work for me and find something else to play.
Also, like I've said in other posts, Dust isn't other games. There's always going to be something that will not be to someone's taste. No game ever appealed to everyone who played it. |
Sete Clifton
PSU GHOST SYNDICATE
67
|
Posted - 2013.02.19 08:11:00 -
[8] - Quote
There are a lot of things about games that are similar to films and music in that they are highly subjective and based on artistic vision. This (the aiming) is not one of those things. It's not about being slower and more tactical, or faster and more twitchy. It's about controls that actually work and that you don't have to struggle with in order to make it go where you want it to. Aiming in Dust is very rough and unrefined right now, and if CCP thinks it's working as intended, then I would be seriously concerned about the future of this game. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.19 09:22:00 -
[9] - Quote
Sete Clifton wrote:There are a lot of things about games that are similar to films and music in that they are highly subjective and based on artistic vision. This (the aiming) is not one of those things. It's not about being slower and more tactical, or faster and more twitchy. It's about controls that actually work and that you don't have to struggle with in order to make it go where you want it to. Aiming in Dust is very rough and unrefined right now, and if CCP thinks it's working as intended, then I would be seriously concerned about the future of this game.
This ^
@Shijima Kuraimaru: Saying "Dust isn't like other games" is not a valid excuse for a feature just being bad. Using that excuse to justify the bad aiming mechanics is like trying to justify broken Ambush spawning, or bad texture loading. Things like this are the reason why the feedback/requests section exists. Asking for adjustments is totally appropriate. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.19 11:21:00 -
[10] - Quote
KAGEHOSHI Horned Wolf wrote:Sete Clifton wrote:There are a lot of things about games that are similar to films and music in that they are highly subjective and based on artistic vision. This (the aiming) is not one of those things. It's not about being slower and more tactical, or faster and more twitchy. It's about controls that actually work and that you don't have to struggle with in order to make it go where you want it to. Aiming in Dust is very rough and unrefined right now, and if CCP thinks it's working as intended, then I would be seriously concerned about the future of this game. This ^ @Shijima Kuraimaru: Saying "Dust isn't like other games" is not a valid excuse for a feature just being bad. Using that excuse to justify the bad aiming mechanics is like trying to justify broken Ambush spawning, or bad texture loading. Things like this are the reason why the feedback/requests section exists. Asking for adjustments is totally appropriate.
In that case, bringing up mechanics of other games isn't a valid argument either. Seriously, I have no problem aiming in Dust. If it was so broken, then nobody would be able to do it and yet we have players, that are using the controller, that are getting huge amounts of kills and playing like pros. So then, as your point has been proven invalid by the wide success of many other players, what's your excuse? |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.20 00:34:00 -
[11] - Quote
Shijima Kuraimaru wrote:KAGEHOSHI Horned Wolf wrote:Sete Clifton wrote:There are a lot of things about games that are similar to films and music in that they are highly subjective and based on artistic vision. This (the aiming) is not one of those things. It's not about being slower and more tactical, or faster and more twitchy. It's about controls that actually work and that you don't have to struggle with in order to make it go where you want it to. Aiming in Dust is very rough and unrefined right now, and if CCP thinks it's working as intended, then I would be seriously concerned about the future of this game. This ^ @Shijima Kuraimaru: Saying "Dust isn't like other games" is not a valid excuse for a feature just being bad. Using that excuse to justify the bad aiming mechanics is like trying to justify broken Ambush spawning, or bad texture loading. Things like this are the reason why the feedback/requests section exists. Asking for adjustments is totally appropriate. In that case, bringing up mechanics of other games isn't a valid argument either. Seriously, I have no problem aiming in Dust. If it was so broken, then nobody would be able to do it and yet we have players, that are using the controller, that are getting huge amounts of kills and playing like pros. So then, as your point has been proven invalid by the wide success of many other players, what's your excuse?
The controls are usable, and I have grown use to them over the many months that I played Dust, but they are not ideal, and can be improved. The fact that people can use them successfully doesn't mean there is no room for improvement, and of course some people will do really well, we're all the using the same controls, so they only do well against others using those same controls. I bring up other games as examples, not arguments. Unless you suck at aiming at every other shooter because of acceleration, I really don't see why you have such a problem with this request. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.20 01:05:00 -
[12] - Quote
If there was just an option to adjust the acceleration, that would be perfect. |
Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.02.20 02:50:00 -
[13] - Quote
No DUST isn't other games, but that's mainly in the macro execution. The micro elements like turning and walking will be common to all games, and it is perfectly valid to bring up other games for comparison purposes.
DUST's movement mechanics needs something to smooth it out, either acceleration or user adjustable sensitivity curves. The game should be challenging because of the macro elements, not the micro.
If you wanted to make bowling more challenging you might lengthen the lane, requiring more accuracy. You wouldn't force bowlers to wear mittens. Why? Because that's decreasing the person's ability to apply the skill they have rather than increasing the skill requirement. That makes everybody worse and increases frustration. Sure some folks can overcome the mittens better than others, but it doesn't make the game any more enjoyable.
We want to fight the the enemy, not our controls. Don't mistake the handicap of poor controls for a challenging game. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.20 21:36:00 -
[14] - Quote
Skihids wrote:No DUST isn't other games, but that's mainly in the macro execution. The micro elements like turning and walking will be common to all games, and it is perfectly valid to bring up other games for comparison purposes.
DUST's movement mechanics needs something to smooth it out, either acceleration or user adjustable sensitivity curves. The game should be challenging because of the macro elements, not the micro.
If you wanted to make bowling more challenging you might lengthen the lane, requiring more accuracy. You wouldn't force bowlers to wear mittens. Why? Because that's decreasing the person's ability to apply the skill they have rather than increasing the skill requirement. That makes everybody worse and increases frustration. Sure some folks can overcome the mittens better than others, but it doesn't make the game any more enjoyable.
We want to fight the the enemy, not our controls. Don't mistake the handicap of poor controls for a challenging game.
Look in options. there is a sensitivity adjustment. If that's all you were looking for, it's already there and this diatribe was pointless. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.20 22:44:00 -
[15] - Quote
Shijima Kuraimaru wrote:Skihids wrote:No DUST isn't other games, but that's mainly in the macro execution. The micro elements like turning and walking will be common to all games, and it is perfectly valid to bring up other games for comparison purposes.
DUST's movement mechanics needs something to smooth it out, either acceleration or user adjustable sensitivity curves. The game should be challenging because of the macro elements, not the micro.
If you wanted to make bowling more challenging you might lengthen the lane, requiring more accuracy. You wouldn't force bowlers to wear mittens. Why? Because that's decreasing the person's ability to apply the skill they have rather than increasing the skill requirement. That makes everybody worse and increases frustration. Sure some folks can overcome the mittens better than others, but it doesn't make the game any more enjoyable.
We want to fight the the enemy, not our controls. Don't mistake the handicap of poor controls for a challenging game. Look in options. there is a sensitivity adjustment. If that's all you were looking for, it's already there and this diatribe was pointless.
He should have been more specific as to what he means by sensitivity "curve", but its obvious he isn't talking about the sensitivity options we have now. Anyone who isn't a newb already knows about the current options. |
Mithridates VI
New Eden Research Foundation
170
|
Posted - 2013.02.20 22:53:00 -
[16] - Quote
Spawn killing is fine. Dust isn't like other games. Learn how to not get killed on random spawn.
Sound glitching and looping is fine. Dust isn't like other games. Pretend it's a remix and learn to enjoy it.
Passive SP freezing is fine. Dust isn't like other games. Increase your ability with starter fits and you don't need to improve your skills.
Being booted from matches at random is fine. Stop trying to compare Dust to games which let you play until the end of the match. It's not like other games.
Searching for Battle forever is fine. Dust isn't like other games. Get to know people in chat. Read a book. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.21 02:47:00 -
[17] - Quote
Mithridates VI wrote:Spawn killing is fine. Dust isn't like other games. Learn how to not get killed on random spawn.
Sound glitching and looping is fine. Dust isn't like other games. Pretend it's a remix and learn to enjoy it.
Passive SP freezing is fine. Dust isn't like other games. Increase your ability with starter fits and you don't need to improve your skills.
Being booted from matches at random is fine. Stop trying to compare Dust to games which let you play until the end of the match. It's not like other games.
Searching for Battle forever is fine. Dust isn't like other games. Get to know people in chat. Read a book.
Spawn killing is fine. It's going to happen. It happens to everyone. It happens to me. Camping droplinks and CRUs is actually a fun past time when something more presing isn't demanding the squad's attention.
Sound glitching is a bug and they're working on it.
Passive SP freeze? I don't know, it hasn't happened to me. But I would call that a bug.
In the entire time I've played Dust, since second build of closed beta, I have only been booted from a match like 5 or 6 times. May be CCP's connection, might be your ISP connection, might be your connection to the internet. Could even be your router/modem is part of the problem. I don't know but they're all possibilities. I just figure that if the problem isn't affecting everyone, then it's not necessarily something on CCP's end.
Battle search issues. There could be any number of things with this but, once again, not something that I personally experience very often. Just a little bit more than being booted from a match, but not very much.
Calling the controller mechanic, that is working as intended, a problem simply because you don't like it is unreasonable. Sure, suggest that they change it. If they do good for you. If it makes the game easier for everyone, great. But it's just different, it's not a problem. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.21 02:51:00 -
[18] - Quote
KAGEHOSHI Horned Wolf wrote:Shijima Kuraimaru wrote:Skihids wrote:No DUST isn't other games, but that's mainly in the macro execution. The micro elements like turning and walking will be common to all games, and it is perfectly valid to bring up other games for comparison purposes.
DUST's movement mechanics needs something to smooth it out, either acceleration or user adjustable sensitivity curves. The game should be challenging because of the macro elements, not the micro.
If you wanted to make bowling more challenging you might lengthen the lane, requiring more accuracy. You wouldn't force bowlers to wear mittens. Why? Because that's decreasing the person's ability to apply the skill they have rather than increasing the skill requirement. That makes everybody worse and increases frustration. Sure some folks can overcome the mittens better than others, but it doesn't make the game any more enjoyable.
We want to fight the the enemy, not our controls. Don't mistake the handicap of poor controls for a challenging game. Look in options. there is a sensitivity adjustment. If that's all you were looking for, it's already there and this diatribe was pointless. He should have been more specific as to what he means by sensitivity "curve", but its obvious he isn't talking about the sensitivity options we have now. Anyone who isn't a newb already knows about the current options.
You'd be surprised how people can play a game for a long time and not know what options are available to them. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.22 05:40:00 -
[19] - Quote
Still needed. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2013.02.22 08:26:00 -
[20] - Quote
Shijima Kuraimaru wrote:Mithridates VI wrote:Spawn killing is fine. Dust isn't like other games. Learn how to not get killed on random spawn.
Sound glitching and looping is fine. Dust isn't like other games. Pretend it's a remix and learn to enjoy it.
Passive SP freezing is fine. Dust isn't like other games. Increase your ability with starter fits and you don't need to improve your skills.
Being booted from matches at random is fine. Stop trying to compare Dust to games which let you play until the end of the match. It's not like other games.
Searching for Battle forever is fine. Dust isn't like other games. Get to know people in chat. Read a book. Spawn killing is fine. It's going to happen. It happens to everyone. It happens to me. Camping droplinks and CRUs is actually a fun past time when something more presing isn't demanding the squad's attention. Sound glitching is a bug and they're working on it. Passive SP freeze? I don't know, it hasn't happened to me. But I would call that a bug. In the entire time I've played Dust, since second build of closed beta, I have only been booted from a match like 5 or 6 times. May be CCP's connection, might be your ISP connection, might be your connection to the internet. Could even be your router/modem is part of the problem. I don't know but they're all possibilities. I just figure that if the problem isn't affecting everyone, then it's not necessarily something on CCP's end. Battle search issues. There could be any number of things with this but, once again, not something that I personally experience very often. Just a little bit more than being booted from a match, but not very much. Calling the controller mechanic, that is working as intended, a problem simply because you don't like it is unreasonable. Sure, suggest that they change it. If they do good for you. If it makes the game easier for everyone, great. But it's just different, it's not a problem. You missed the point of his post, but I guess it's fine, because your interpretation might not be sane. |
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Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.22 08:40:00 -
[21] - Quote
Velvet Overkill wrote:Shijima Kuraimaru wrote:Mithridates VI wrote:Spawn killing is fine. Dust isn't like other games. Learn how to not get killed on random spawn.
Sound glitching and looping is fine. Dust isn't like other games. Pretend it's a remix and learn to enjoy it.
Passive SP freezing is fine. Dust isn't like other games. Increase your ability with starter fits and you don't need to improve your skills.
Being booted from matches at random is fine. Stop trying to compare Dust to games which let you play until the end of the match. It's not like other games.
Searching for Battle forever is fine. Dust isn't like other games. Get to know people in chat. Read a book. Spawn killing is fine. It's going to happen. It happens to everyone. It happens to me. Camping droplinks and CRUs is actually a fun past time when something more presing isn't demanding the squad's attention. Sound glitching is a bug and they're working on it. Passive SP freeze? I don't know, it hasn't happened to me. But I would call that a bug. In the entire time I've played Dust, since second build of closed beta, I have only been booted from a match like 5 or 6 times. May be CCP's connection, might be your ISP connection, might be your connection to the internet. Could even be your router/modem is part of the problem. I don't know but they're all possibilities. I just figure that if the problem isn't affecting everyone, then it's not necessarily something on CCP's end. Battle search issues. There could be any number of things with this but, once again, not something that I personally experience very often. Just a little bit more than being booted from a match, but not very much. Calling the controller mechanic, that is working as intended, a problem simply because you don't like it is unreasonable. Sure, suggest that they change it. If they do good for you. If it makes the game easier for everyone, great. But it's just different, it's not a problem. You missed the point of his post, but I guess it's fine, because your interpretation might not be sane.
You wouldn't be the first one to question my sanity. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2013.02.22 08:51:00 -
[22] - Quote
Fundamental PFS mechanics like as aiming (scoped and unscoped), running, walking, crouching, firing, and jumping in polished games that are successful feel fluid and intuitive after some getting used to. In Dust 514, aiming requires getting used to and after that, it still feels a little unnatural. For lots of users, it has a significant negative impact on controlling their character causing the user to have to "fight the controls" resulting in less fun and make them less able to get into the game, and ultimately a loss of longterm players due to that the aiming is different than what they have tried in various FPS, but in a bad way and less people recommending this game. |
Grit Breather
BetaMax.
660
|
Posted - 2013.02.22 11:16:00 -
[23] - Quote
I agree with the OP's conclusion as to what's 'off' about the current controls. I find it almost impossible to get any sort of fine tuning to my aiming even when I'm not being shot at. Fire fights tend to have me fighting to keep my aim on a target that's barely moving. That always felt unnatural to me. |
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.22 12:22:00 -
[24] - Quote
I playing with a mouse at the moment, firstly because i'm use to playing FPS with a mouse ( Thanks CCP!! ), secondly because the DS3 controller feels to.... i think " Inaccurate " is the word i looking for.
Maybe trying to emulate the mouse "precision" will be a good thing to try. Do a direct comparison of a gaming mouse set at 800dpi, and try to emulate that "feeling". |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.02.22 15:07:00 -
[25] - Quote
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. |
Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.02.22 17:22:00 -
[26] - Quote
Vrain Matari wrote: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.
This is what I was talking about when I mentioned user adjustable sensitivity curves.
It's not the slope of the line, we can adjust that now with the slider.
The problem is that it's a simple line. If you raise the sensitivity up high enough such that the end of your line is high enough, the transition from nothing to a lot of movement is abrupt. If you lower it to the bottom the transition is better, but at the expense of a far lower max rate at the end of the line.
What you need is a curve, not a line. One that can smooth out the transition from nothing to moving, then move up at a decent pace to produce a fast movement. What would that feel like? Just like the inertia you experience every day. It takes a moment to get moving. You don't just start out at top speed, and doing so in game is unnatural and causes control problems.
It's difficult to get just a tiny bit of movement when the line is highly sloped, and that is why it's far easier to use a mouse for sniping. Your hand and mouse is naturally affected by intertia/acceleration, and you can fine tune it with special weights in a gaming mouse. Every wonder why you can adjust the weight of the mouse? It's to let you adjust your acceleration curve with real physics.
What we need is that simulated physics for the DS3. |
Firestorm Zulu
Crux Special Tasks Group Gallente Federation
158
|
Posted - 2013.02.22 17:42:00 -
[27] - Quote
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.
BF3 does an excellent job of sensitivity. Right now in in hip fire or ADS everything is jerky because the acceration is non almost non existent. You hit a constant velocity spin speed with only being a little bit off axis on the DS3. It makes sniping, long range shots, and general fine tuned aiming a chore/burden/pain. |
CLOSEDBETA TSTR-est E3
Kang Lo Directorate Gallente Federation
25
|
Posted - 2013.02.22 18:25:00 -
[28] - Quote
God every time I read one of horned wolfs post it just sounds like long winded half speculation fps genre authority dribble... I have yet to see this individual in any match mind you and hardly ever on the leaderboards.I have seen him more in IRC and on the forums than in game.He still feels like he is an authority on subjects such as these but I wonder if his opinion on the subject matters because where are the hours of testing.One would assume that such an individual would be highly visible.That being said.
Sensitivity does not effect the turn speed in this game, and should not. The sooner you realize that the better.Each class has strengths and merits.Anyone who is reading this and does not know the scout is the fastest class in the game.It strafes faster sprints faster and turns faster.It is balanced by the fact that it has the lowest HP of any other class.Heavy is the slowest.It gas the highest HP of any other class.It also is a DPS machine in the short range.But the ASSAULT can widdle its HP down from mid to long range and it moves slightly faster.This is how all the different classes are balanced out.
Giving the player the ability to effect turn speed in the options menu would give rise to heavies that do 180 degree turns instantly......and that my friends would be stupid.
Next time Horned wolf bring up a thread that doesnt have to do with major game balancing mechanical changes that give favor to one class or another.Also how about you use some foresight into what your requesting and imagine how it could be broken.Then imagine everyone doing it.Lets use a little intelligence here instead of filling page after page with long winded assumptions about the potential player base growth as if you were an authority on the matter.
There are several DS3 users out there that are new to the game and they are doing quite well.Its the complexity of the SP system and the customization that they are having small trouble with but this is easily remedied by just asking questions to other players.
While a turn speed base speed increase would be great it would have to across the board to keep it from unbalancing the other classes.....and so we would just find our selves back here again....kick rocks and get your aim up kid.
|
Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.02.22 18:36:00 -
[29] - Quote
CLOSEDBETA TSTR-est E3 wrote: God every time I read one of horned wolfs post it just sounds like long winded half speculation fps genre authority dribble... I have yet to see this individual in any match mind you and hardly ever on the leaderboards.I have seen him more in IRC and on the forums than in game.He still feels like he is an authority on subjects such as these but I wonder if his opinion on the subject matters because where are the hours of testing.One would assume that such an individual would be highly visible.That being said.
Sensitivity does not effect the turn speed in this game, and should not. The sooner you realize that the better.Each class has strengths and merits.Anyone who is reading this and does not know the scout is the fastest class in the game.It strafes faster sprints faster and turns faster.It is balanced by the fact that it has the lowest HP of any other class.Heavy is the slowest.It gas the highest HP of any other class.It also is a DPS machine in the short range.But the ASSAULT can widdle its HP down from mid to long range and it moves slightly faster.This is how all the different classes are balanced out.
Giving the player the ability to effect turn speed in the options menu would give rise to heavies that do 180 degree turns instantly......and that my friends would be stupid.
Next time Horned wolf bring up a thread that doesnt have to do with major game balancing mechanical changes that give favor to one class or another.Also how about you use some foresight into what your requesting and imagine how it could be broken.Then imagine everyone doing it.Lets use a little intelligence here instead of filling page after page with long winded assumptions about the potential player base growth as if you were an authority on the matter.
There are several DS3 users out there that are new to the game and they are doing quite well.Its the complexity of the SP system and the customization that they are having small trouble with but this is easily remedied by just asking questions to other players.
While a turn speed base speed increase would be great it would have to across the board to keep it from unbalancing the other classes.....and so we would just find our selves back here again....kick rocks and get your aim up kid.
You may be letting your opinon of the poster affect the care with which you read his posts.
He is not asking to allow the user to adjust the maximum turn speed of a suit.
He is asking to adjust the rate at which that speed is reached.
He is asking for inertia to be introduced into the DUST universe so the moment you start moving you aren't moving at top speed.
That is the opposite of HALO where the character spins at top speed without accelleration or being bothered to follow any physics model at all. |
CLOSEDBETA TSTR-est E3
Kang Lo Directorate Gallente Federation
25
|
Posted - 2013.02.22 19:19:00 -
[30] - Quote
There are a hundred other threads that have gone over sensitivity,acceleration and the DS3.Yes I will concede that other games do acceleration better than CCP.You also have to take into consideration that CCP is a PC software company and there users are KBM.CCP has done a good job of giving us arc movements instead of angular arrow key movements.You also have to understand that this is the UNREAL ENGINE and if you ever played that game you know that character movements in that game are like the light bikes off the first TRON movie.There in 90's and straight 45 degrees.We already know why CCP chose unreal because they were able to acquire the right to use it and its portability with the PS4 coming out.We wont be going backwards this is the engine they chose.
Btw I dont know how many times Ive fooled with the sensitivity because I adjusted it for sniping then back to assault it had to be readjusted.........first thing I did on this game the very first spawn was jump off a rock and spin and yes I saw it then.Has it stopped me from carrying a 4.2 and over 9k in kills?No I adapted.Most truly good FPS players will.All this would do at this point is change the muscle memory for peoples articulation during which there KDRS will suffer as they readjust and then after a short time theyll just go back to killing people just as well as before if not better.
Im not diametrically opposed to this thread Im just saying its been done before. ALOT, and CCP didnt do anything about it then so why would they now.....They (CCP) wonder why they get reviews like "the controls feel clunky".Like I said I dont think Unreal was made with analog joysticks in mind.This isnt a failing on CCP's part just an over site.I chock this one upto when the PS4 comes out maybe something can be done about this.Until then I just keep playing.
I dont think acceleration should be a adjustable thing,but it is a good thing and I thought a norm in current games now but apparently I was wrong.It is rather simple though.One speed for 90 to 67.5 degrees.67.5 to 22.5 faster.22.5 to 0 full turn speed.Now I know the analog stick doesnt go from 90 to 0 degrees but I think you get my meaning.
The full turn speed would be the classes current turn speed ...problem solved.Now will they do that?I doubt it. |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.22 21:54:00 -
[31] - Quote
CLOSEDBETA TSTR-est E3 wrote: God every time I read one of horned wolfs post it just sounds like long winded half speculation fps genre authority dribble... I have yet to see this individual in any match mind you and hardly ever on the leaderboards.I have seen him more in IRC and on the forums than in game.He still feels like he is an authority on subjects such as these but I wonder if his opinion on the subject matters because where are the hours of testing.One would assume that such an individual would be highly visible.That being said.
I must say, I do love this post. It tickles me. Since you're so interested, I stopped playing with this character because I didn't like the Minmatar merc quarters. I just play with the character just called KAGEHOSHI (Gallente MQ is pretty ). I have yet to specialize in any weapon or suit, I just spend my skills on core generally useful skills like weaponry and shield control, and I'm just running around in militia crap as a result. I'm not specializing yet because I'm waiting for new content first before making an informed decision with my skill points. My KDR with my playing character is like 1.23 with my playing character. I'm not some legendary FPS player, nor do I claim to be, but I do play a lot of FPS, and I know what is expected from a shooter. Believe it or not, your position on a leaderboard isn't the basis for the worth of your opinion. I have less than 1000 kills since the wipe from migration, and I stopped playing Dust like 2 weeks ago because I'm ******* bored; there hasn't been new content for months, there is only 2 real game modes. Despite my momentary boredom, I believe in what Dust is trying to do, and I want to help make it the best game that it can be. I also find it entertaining how you missed the point of the thread without having to be explained to you again.
CLOSEDBETA TSTR-est E3 wrote: There are a hundred other threads that have gone over sensitivity,acceleration and the DS3.Yes I will concede that other games do acceleration better than CCP.You also have to take into consideration that CCP is a PC software company and there users are KBM.CCP has done a good job of giving us arc movements instead of angular arrow key movements.You also have to understand that this is the UNREAL ENGINE and if you ever played that game you know that character movements in that game are like the light bikes off the first TRON movie.There in 90's and straight 45 degrees.We already know why CCP chose unreal because they were able to acquire the right to use it and its portability with the PS4 coming out.We wont be going backwards this is the engine they chose.
Btw I dont know how many times Ive fooled with the sensitivity because I adjusted it for sniping then back to assault it had to be readjusted.........first thing I did on this game the very first spawn was jump off a rock and spin and yes I saw it then.Has it stopped me from carrying a 4.2 and over 9k in kills?No I adapted.Most truly good FPS players will.All this would do at this point is change the muscle memory for peoples articulation during which there KDRS will suffer as they readjust and then after a short time theyll just go back to killing people just as well as before if not better.
Im not diametrically opposed to this thread Im just saying its been done before. ALOT, and CCP didnt do anything about it then so why would they now.....They (CCP) wonder why they get reviews like "the controls feel clunky".Like I said I dont think Unreal was made with analog joysticks in mind.This isnt a failing on CCP's part just an over site.I chock this one upto when the PS4 comes out maybe something can be done about this.Until then I just keep playing.
I dont think acceleration should be a adjustable thing,but it is a good thing and I thought a norm in current games now but apparently I was wrong.It is rather simple though.One speed for 90 to 67.5 degrees.67.5 to 22.5 faster.22.5 to 0 full turn speed.Now I know the analog stick doesnt go from 90 to 0 degrees but I think you get my meaning.
The full turn speed would be the classes current turn speed ...problem solved.Now will they do that?I doubt it.
Most of those hundreds of threads were not about acceleration Making excuses for CCP isn't going to help them. They're trying to reach out with the console audience, so they are no longer just PC/KBM developers. They need to make controls feel good for the console gamers. The fact that you can do well against other players doesn't mean the controls are where they need to be, especially since those other players you're beating are most likely using the same flawed controls. "All this would do at this point is change the muscle memory for peoples articulation during which there KDRS will suffer as they readjust and then after a short time theyll just go back to killing people just as well as before if not better." I think you're missing the point of why this is needed. Its not some attempt to stop people from getting great KDRs. Acceleration would make controls more intuitive, for console gamers (the target audience). There are many games with Unreal Engine 3 that has no issues with sensitivity acceleration. That excuse doesn't fly. Your defeatist attitude about them never going to do anything about it doesn't help either. They said they are watching. I strongly recommend spell check, and proofreading. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2013.02.22 22:19:00 -
[32] - Quote
If Dust gets an option to control acceleration and turn speed, it would be a win for everybody. Those who like the current controls can leave acceleration to 0 and those who don't could tweak it to their liking. |
Moejoe Omnipotent
Imperfects Negative-Feedback
248
|
Posted - 2013.02.22 23:53:00 -
[33] - Quote
Too much aim acceleration/"aim smoothing" can be a very bad thing and actually make it even more difficult to aim. I wouldn't put it past CCP to overdo it with their lack of experience with FPS games so there is reason to worry. If it's added to the game, add an option to turn it off since it's unlikely to work well in its first build and a lot of people will not enjoy having to put up with a poor implementation of aim acceleration. Don't overdo it. |
Free Beers
Internal Error. Negative-Feedback
1043
|
Posted - 2013.02.22 23:57:00 -
[34] - Quote
Moejoe Omnipotent wrote:Too much aim acceleration/"aim smoothing" can be a very bad thing and actually make it even more difficult to aim. I wouldn't put it past CCP to overdo it with their lack of experience with FPS games so there is reason to worry. If it's added to the game, add an option to turn it off since it's unlikely to work well in its first build and a lot of people will not enjoy having to put up with a poor implementation of aim acceleration. Don't overdo it.
QFT
if players want options to hvae it with scaling I want the option to turn it off. Just like ccp's fail aimbot |
Moejoe Omnipotent
Imperfects Negative-Feedback
248
|
Posted - 2013.02.23 01:22:00 -
[35] - Quote
Also acceleration only plays a small role in smoothing out the gameplay. The horrible framerate + general lag/hit detection problems is what really makes this game choppy. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.23 09:23:00 -
[36] - Quote
I get what the OP is asking for. My new controller gives me the issues that the OP is complaining about but my old controller gives me the ease of precision, the smoothness, the OP is asking for. It's the one reason I say learn the controller. I am comfortable with a static gradient where the low to high arcs throw me off and I either under track or over track. My old controller has softer springs and a larger stick deflection arc that enables me to make smaller adjustments in my character motion without having to rely on nearly microscopic finger movements.
What it comes down to is personal preference. You want acceleration arcs because those work better for you and I like the static gradient acceleration because it works better for me.
Where the OP steps over the line of reason, and I've seen it on my threads by many other doom sayers, is that he appears to assume himself an authority on all things gaming and in a position to tell people what they should and shouldn't like. He also seems to assume to know what will keep most, if not all, gamers and what will drive them away. The only gamer the OP, and many like him, can speak with any authority about are themselves. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.23 09:41:00 -
[37] - Quote
Shijima Kuraimaru wrote:I get what the OP is asking for. My new controller gives me the issues that the OP is complaining about but my old controller gives me the ease of precision, the smoothness, the OP is asking for. It's the one reason I say learn the controller. I am comfortable with a static gradient where the low to high arcs throw me off and I either under track or over track. My old controller has softer springs and a larger stick deflection arc that enables me to make smaller adjustments in my character motion without having to rely on nearly microscopic finger movements.
What it comes down to is personal preference. You want acceleration arcs because those work better for you and I like the static gradient acceleration because it works better for me.
Where the OP steps over the line of reason, and I've seen it on my threads by many other doom sayers, is that he appears to assume himself an authority on all things gaming and in a position to tell people what they should and shouldn't like. He also seems to assume to know what will keep most, if not all, gamers and what will drive them away. The only gamer the OP, and many like him, can speak with any authority about are themselves.
The vast majority of console shooters have the acceleration, Dust is being targeted at console shooter fans who are used to that acceleration, and it feels off to them without it. Its not about assumption of authority, its common sense. I'm sure it won't prevent those who otherwise like the game from playing it, but it certainly isn't a strong point for those coming from other console shooters. Its not just me, I have seen many people complain about the controls being clunky, or having some mysterious thing about it that they don't like. The reason I asked for acceleration options in the OP instead of just adding the acceleration is for people like you to be able to disable it completely. |
Atikali Havendoorr
HERBGROWERS
0
|
Posted - 2013.02.23 14:15:00 -
[38] - Quote
I too feel that the controller is not totally in my favor. Either I turn around slow, or I have a hard time aiming precisely. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.23 21:40:00 -
[39] - Quote
KAGEHOSHI Horned Wolf wrote:Shijima Kuraimaru wrote:I get what the OP is asking for. My new controller gives me the issues that the OP is complaining about but my old controller gives me the ease of precision, the smoothness, the OP is asking for. It's the one reason I say learn the controller. I am comfortable with a static gradient where the low to high arcs throw me off and I either under track or over track. My old controller has softer springs and a larger stick deflection arc that enables me to make smaller adjustments in my character motion without having to rely on nearly microscopic finger movements.
What it comes down to is personal preference. You want acceleration arcs because those work better for you and I like the static gradient acceleration because it works better for me.
Where the OP steps over the line of reason, and I've seen it on my threads by many other doom sayers, is that he appears to assume himself an authority on all things gaming and in a position to tell people what they should and shouldn't like. He also seems to assume to know what will keep most, if not all, gamers and what will drive them away. The only gamer the OP, and many like him, can speak with any authority about are themselves. The vast majority of console shooters have the acceleration, Dust is being targeted at console shooter fans who are used to that acceleration, and it feels off to them without it. Its not about assumption of authority, its common sense. I'm sure it won't prevent those who otherwise like the game from playing it, but it certainly isn't a strong point for those coming from other console shooters. Its not just me, I have seen many people complain about the controls being clunky, or having some mysterious thing about it that they don't like. The reason I asked for acceleration options in the OP instead of just adding the acceleration is for people like you to be able to disable it completely.
I can agree with it being an option. It's just that somewhere in the line of posts, it started sounding like some posters were calling for it to be curved acceleration or nothing. Hence why I got up in arms. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.27 00:38:00 -
[40] - Quote
Important thing is important |
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Bereth Flim
Bragian Order Amarr Empire
0
|
Posted - 2013.03.05 22:53:00 -
[41] - Quote
KAGEHOSHI Horned Wolf wrote: /.../ 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. /.../
Devs are watching, so make your voice heard on the subject.
I strongly agree with you about the aiming is very clumsy, I for one, who likes low and slow, feel that even on the lowest setting, 0%, it still feels too quick.
Now you must be thinking: "What mad man is this!? 0% and it's too quick?" Well that is what i feel, and i think 0% should be very to no movement at all, compared to other games 0% in DUST 514 feels like 20% - 30% in other games.
I fail many of my mission due to this, i think you should lower 0% to 0%!! that would help me alot, and probably otheres ... i hope.
I find it hard to play with this lack of acceleration and smoth movement, this is a big part of my gaming experience and has a big impact on if im willing to stay or not. |
dazlb72
HELGHAN EXILES
4
|
Posted - 2013.03.05 23:33:00 -
[42] - Quote
Kill Zone 2 allowed you to use the six axis to control slight movements when scoping. This was extremely useful for sniping and would help dust. As for the speed, i find this game really slow. My sensitivity is at 100%, and i could do with another 20% |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3560
|
Posted - 2013.04.27 21:59:00 -
[43] - Quote
Arise chicken! |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
278
|
Posted - 2013.04.28 04:10:00 -
[44] - Quote
I'm just going to go ahead and post this here.
http://www.youtube.com/watch?feature=player_embedded&v=W1ZtBCpo0eU
Now that's out of the way, I'll start on a few more things. First and foremost, this is a game where the devs want controller (console) and mouse (pc) players to get along and be fairly equal. And honestly, they have done a good job of it for infantry. Vehicles, especially HAVs, are a completely different story, but the devs can look at the top players and see what they are using. It's not like every single one of them uses a kb/m.
Having both in the game makes it hard to balance, and any change at all might **** any sort of balance up. Acceleration is terrible for KB/M. Done right, acceleration can be helpful with the controller, but the "clunkyness" of the game isn't because of acceleration alone. This game needs a few things fixed first:
> Slow as **** strafe speed while ADS > Weird ADS sensitivity with different scopes and weapons. IE try a codewish and then try a duvolle tac > Low FPS > Bad hit detection
The clunkyness comes in a huge part from the low FPS and the slow movement. The combination of the two is =[. From the vids of fanfest I saw, FPS and hit detection are supposed to be greatly improved. I'm not sure why strafe speed is so bad when ADS, but I'd guess that it might have to do with the fact that many console gamers use strafe to aim, or help aim. Since there are classes like heavies, and slow as **** armor plated other classes, CCP decided to make it so that people have to choose between being able to put bullets into a target, and being able to move.
Another idea I have is because many people complain on forums and everywhere else that they cannot hit anyone. They say that it is too hard to aim, especially while using a controller. To satisfy this lame (get it? lol) group of individuals, CCP decided to gimp strafe speed and aiming for everyone else.
But my final point, which is pretty important, is that it is not hard to aim at targets in the game at all. CCP has to be careful not to **** with **** that will not drastically improve game play if it might **** up the game for everyone who plays it. Stuff like this is usually hard to change, and I have rarely (or ever) seen an option in game to adjust acceleration. It's not that it cannot be done, but it is hard to balance stuff when people can manipulate things like that so much. Also, it's a lot of work.
Acceleration also takes a long time to tweak, and CCP cannot be tweaking in-game acceleration every five minutes for current players. They can, and hopefully are, for their testers or something like that, but everyone would go nuts if acceleration just started to change wildly everyday.
Plus some of the stuff is probably intentionally clunky. I cannot imagine a heavy feeling like you're moving at any sort of reasonable speed, although fixing heavy turn speed difference between controller and a high dpi mouse would be nice.
If I hear people rage at this game, it's not because of acceleration. I've never heard or seen anyone quit this game because they did not like the acceleration. Plus, acceleration is terrible for mouse (aka PC) gamers, so |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
278
|
Posted - 2013.04.28 04:20:00 -
[45] - Quote
New Game:
Easy Simplified Watch Bots Do It
TIP: You can shoot enemies to kill them!
OMG GUYZ THIS GAME DOESNT HAVE ENOUGH TUTORIALSZZZ AGH IDK WTF TO DO
omg I move too quickly! Help! Where is the pause button???
WAT. I CANNOT AIM WITH THIS GUN. IT HAS TO HAVE A SCOPE AND A BIGGER TARGET AND RED DOTS AND TELL ME RANGE AND HOW TO KILL TARGET AND DO EVERYTHING FOR ME SO I DO NOT HAVE TO!
Zomg, I aim like most people do in dust! If this gun had a higher RoF, dealt more damage, had longer range, and more bullets in the clip, I would be so much better! I need to skill those up so I can kill someone!
RETURN TO THE COMBAT ZONE !!! RETURN TO THE COMBAT ZONE !!! RETURN TO THE COMBAT ZONE !!!
Oh wow, this made me lol so hard. Don't get me wrong, I do expect dust to be a sweet game, just leave most of the forum warriorz out of it pls ^.^ |
Ralph-Waldo Pickle-Chips
Ostrakon Agency Gallente Federation
0
|
Posted - 2013.04.28 10:23:00 -
[46] - Quote
Shijima, what they're trying to say is that just because something is okay now, doesn't mean it can't be better. Sensitivity Acceleration makes aiming fluid. Fluid controls and FPS go together like bacon and bacon. The argument you're making doesn't make a point. Why fight against an improvement? This isn't a disadvantage. Sure bacon is fine, but it would be soooooo much better if I added bacon bits onto my bacon. It wont hurt the game, it would just make it better. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3573
|
Posted - 2013.04.29 02:02:00 -
[47] - Quote
Post 45 is very irrelevant. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
279
|
Posted - 2013.04.29 04:08:00 -
[48] - Quote
KAGEHOSHI Horned Wolf wrote:Post 45 is very irrelevant. Watch the video from post 44.
It's a rather long winded comment on this, and a few other things. Also, read post 44. You'll notice that I talk more about controls and aiming, and go slightly beyond "acceleration" on the controls.
Don't tell me that you think post #45 is irrelevant just because you do not like the last sentence.
I meant it. Not to put you down or anything, but it's something I believe in. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3574
|
Posted - 2013.04.29 04:42:00 -
[49] - Quote
0 Try Harder wrote:KAGEHOSHI Horned Wolf wrote:Post 45 is very irrelevant. Watch the video from post 44. It's a rather long winded comment on this, and a few other things. Also, read post 44. You'll notice that I talk more about controls and aiming, and go slightly beyond "acceleration" on the controls. Don't tell me that you think post #45 is irrelevant just because you do not like the last sentence. Already read it, the video and post 45 is still irrelevant since it has nothing to do with the topic. The video is a satirical critique of games being dumbed down, while no one is asking for dumbing down and simplifying the game, so yeah, irrelevant.
Just because something isn't bad enough to make someone rage quit, doesn't mean its good, or should not be improved. Most players don't even know the concept of controller acceleration, so of course none of them will say they quit specifically because of it, but I have seen many players (some who share their negative opinions on Dust on youtube) say the controls felt "bad", "clunky", or some other vague words to allude to a problem they didn't know how to quite explain, but specifically about controls (not hit detection, strafe, etc). They can fix the acceleration for M/KB as well if they need to if doing so for controllers only would be a balance issue.
I know aiming effectively is possible in Dust, and its not even an issue for me since I have been playing Dust for almost a year, but it is a noticeable problem when you stop playing Dust for a while a play different shooters on console, and come back to Dust and realize something feels inferior. Most players will come from other console shooters, and many will be turned off by how the controls feel, and they are the target audience.
|
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
279
|
Posted - 2013.04.29 06:03:00 -
[50] - Quote
I guess I need to explain some more.
So there are many reasons why the controls are clunky, acceleration is just one of them. Since there are many things that need to be adjusted and changed, if acceleration is done first, it will have to be readjusted once the other things are changed. Out of all the things that need to be fixed, changing acceleration has the potential to really **** up aiming if it's overdone.
I see this as a thread that may or may not be well intentioned. After checking out some of the stats and such from people who posted, it seems like a few seem to think that by fixing acceleration the controls will no longer feel clunky, and/or they will now be able to aim.
And that is completely wrong. Some people can aim, so it's not like it is impossible to aim ATM. Just because someone is bad at it does not mean that changing acceleration will all of a sudden make him good at it. The other thing that has to be understood is that controller aim has to be balanced with mouse aim. I'm not sure how much work and testing balancing controller aim with mouse aim actually is.
From reading other threads started by some people who have posted on forums, it seems like there's a general push to make the game easy and dumb it down. Not spreadsheet wise, but for some reason they love to have easy game play and complicated spreadsheets and stories and stuff.
I'm not sure if you were on vacation at the time, but for awhile the controls were so slow the game was barely playable. This has gotten much better. I believe CCP did it because some people made suggestions like this on forums. I do not want that to happen again. With how much acceleration can change the playability of the game, I think it's a really, really, really bad idea to change it right now, and if it is changed it should be done with testers for a long time. After that, it should come with an option to turn it off *UNLESS* CCP is unbelievably confident that it is actually a lasting improvement. Almost no game allows you to control acceleration, so it's likely that CCP will just put it on for everyone.
I have seen some people make various threads on forums about changing this, adding that, etc., etc. and I am of the opinion that if many of these changes are made, it will dumb the game down to be something similar to the video that was linked. I'm sure it's not intentional, but it just looks like that is what said people are going to do. In terms of adding and possibly tweaking stuff, that's great, but in terms of actual implementation CCP should do that alone, or figure out if it needs to be done at all, and at what point the should do it if they decide it needs to be done.
The game has changed a fair amount since a long time ago, and it will most likely continue to change in future builds. CCP needs to get more feedback from people who spend lots of time in game, and less feedback (or at least listen to less feedback) from some of the regular posters on forums. |
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
279
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Posted - 2013.04.29 06:19:00 -
[51] - Quote
A shorter explanation is that I'm kind of being a jerk ;)
I'm just angryyyyyyy :P |
Vrain Matari
ZionTCD Unclaimed.
488
|
Posted - 2013.04.29 16:30:00 -
[52] - Quote
Just wanted to add on more thing here since Kagehoshi posted & linked this thread in Jenza's fanfest thread.
Apologies ahead of time if this is too obvious, but it never hurts to be obvious :p
It's too easy to confuse the various 'accelerations' we're talking about here.
When we say controller response curve acceleration it's referring only to the shape of the controller response curve(i.e. whether it's straight or curvy).
The controller response curve cannot affect how fast a suit can actually rotate. This is a property of the suit, it's shape, mass and drive systems. Or it's a number in CCP's database, however you want to look at it. The point is that that maximum rotation rate number for a suit does not change if we change the shape of the controller curve(to make aiming less clunky for example).
It's great to hear that CCP gave this another development pass in Uprising. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
284
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Posted - 2013.04.29 19:12:00 -
[53] - Quote
Vrain Matari wrote:It's too easy to confuse the various 'accelerations' we're talking about here.
When we say controller response curve acceleration it's referring only to the shape of the controller response curve(i.e. whether it's straight or curvy).
The controller response curve cannot affect how fast a suit can actually rotate. This is a property of the suit, it's shape, mass and drive systems. Or it's a number in CCP's database, however you want to look at it. The point is that that maximum rotation rate number for a suit does not change if we change the shape of the controller curve(to make aiming less clunky for example). Ya, good point.
btw where is this fanfest thread? Does it have lots of stuff in it? o_o |
Whizawk
Omega Risk Control Services
6
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Posted - 2013.04.29 19:58:00 -
[54] - Quote
Like most games, it should be different to how little you push the stick to how far you push it. This alone lets you fine-tune a sniper shot for instance by softly pushing the stick. There was a specific option in the controls menu that allowed you to do this in Starhawk, but I can't remember what the feature was specifically called "dynamic..." something.
If it doesn't follow this then:
a) It's silly
b) It's the work of EA
I have a macro software on my PC that allows me this function if I decide to use a controller PS3 or 360 on the PC, it's so easy and simple to do software-wise.
Framerate is another *very* important thing with shooters, 30fps minimum for clear judgements, no less. |
Vrain Matari
ZionTCD Unclaimed.
490
|
Posted - 2013.04.30 13:00:00 -
[55] - Quote
0 Try Harder wrote:Vrain Matari wrote:It's too easy to confuse the various 'accelerations' we're talking about here.
When we say controller response curve acceleration it's referring only to the shape of the controller response curve(i.e. whether it's straight or curvy).
The controller response curve cannot affect how fast a suit can actually rotate. This is a property of the suit, it's shape, mass and drive systems. Or it's a number in CCP's database, however you want to look at it. The point is that that maximum rotation rate number for a suit does not change if we change the shape of the controller curve(to make aiming less clunky for example). Ya, good point. btw where is this fanfest thread? Does it have lots of stuff in it? o_o Sorry to be so slow, with this bro.
Jenza's thread is here:
https://forums.dust514.com/default.aspx?g=posts&t=70341&find=unread |
Aighun
Zumari Force Projection Caldari State
779
|
Posted - 2013.04.30 14:07:00 -
[56] - Quote
A few problems with the control settings as they currently exist:
Changes to one type of controller setting affect the other controllers. TInker with your deadzone settings in the move menu and they change for KBM and DS 3.
Aim assist might even still be active for mouse if using a controller for movement.
Back to main reason for thread:
Having adjusted all settings across the board I have not ever been able to get a setting that feels right for controller.
The turn rate is actually not directly linked to the stick's amount of deflection off center.
That is the entire problem. For movement and turning the stick just feels dead, and instead of steadily increasing at a fixed rate the more you move your stick it seems to give you 3 turn speeds. Slow, sort of slow, and kind of slow. It almost seems to happen in stages.
There are also a lot of different kinds ove movement and turning. Are we talking about differences between moving, and turning while navigating terrain, moving and turning while hip firing, or moving the reticle while aiming down sights?
For aiming down sights it seems like the choices are 1st gear, and 5th gear. I often feel like I am pushing on the stick, nothing happens, pushing a little more on the stick, nothing happens, pushing a little more suddenly reticle goes flying.
Yes, in many ways it is a subjective thing but the controls really do feel sluggish. And at the same time jerky. There is something off in the way the reticle responds to your stick. Can't really explain it technically. |
Aighun
Zumari Force Projection Caldari State
779
|
Posted - 2013.04.30 15:11:00 -
[57] - Quote
0 Try Harder wrote:
I'm not sure if you were on vacation at the time, but for awhile the controls were so slow the game was barely playable. This has gotten much better. I believe CCP did it because some people made suggestions like this on forums. I do not want that to happen again. With how much acceleration can change the playability of the game, I think it's a really, really, really bad idea to change it right now, and if it is changed it should be done with testers for a long time. After that, it should come with an option to turn it off *UNLESS* CCP is unbelievably confident that it is actually a lasting improvement. Almost no game allows you to control acceleration, so it's likely that CCP will just put it on for everyone.
QFT. Those were terrible days. Footloose days. There was no dancing in Dust.
But I don't believe this thread is part of the make Dust more tactical, less arcady so I don't need any sort of hand eye coordination to do well movement.
Yes, we should proceed with extreme caution. Especially when it comes to allowing players to adjust more and more settings for different control schemes. Especially since those settings aren't even control scheme specific.
One thing that would be a good first step would be to separate control scheme settings completely.
I should not be able to adjust my Move settings to get better, really fine grained and really nice aiming with a mouse when those options aren't in the KBM settings. Aim assist for controller should not be "on" in any way shape or form if I am using a mouse to aim.
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