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Fractalist Nanomind
Forty-Nine Fedayeen Minmatar Republic
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Posted - 2013.04.07 09:39:00 -
[1] - Quote
Getting my PS3 in the next couple of days so can't speak from experience in this game, but joypads in general definitely need more configurable options. I've been mainly a PC gamer for the last few years, but whenever I dig out the PS2 or 360 I really struggle with the joypads. In addition, holding a joypad for a few hours makes my fingers ache, they're just too small for my hands.
Making the deadzone smaller is one thing, but I'd need to control the acceleration curve as the thumbsticks are moved too. I'd love to have a slow exponential variability up to about 1/2 displacement for sniping and then then a linear motion curve from there up to full speed at the extreme. I can control acceleration and speed on a mouse, until I get the same custom settings for a joypad, I'll never be comfortable with them.
Joypad coding is stuck as it was set in stone on their creation and needs a bit of love to bring it into the new millenium. As someone who's messed about with a bit of coding, I have to say that my suggestion above would be exceptionally easy to implement. I don't care about vibration or six axis movement, they just need to be made applicable to modern games and this can be achieved easily. |
Fractalist Nanomind
Forty-Nine Fedayeen Minmatar Republic
0
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Posted - 2013.04.07 21:19:00 -
[2] - Quote
Ludvig Enraga wrote:I also think there is much to be said about controller responsiveness. This game feels like something ported from PC to a console, rather than a console game in terms of controller sensitivity. It is painfully obvious to anyone who plays as a sniper - you cannot make fine adjustments on the game pad - if you move right stick just a bit the reticle does not move at all; if you put a bit more pressure, it just jumps over your target. There is no effective fine tuning on a controller. Admittedly, this problem used to be a lot worse early in the Beta but it is still glaring. Poor controller responsiveness compounds the problem with K&M superiority.
Very good point, Ludvig, but in my post I pointed out that there can be fine tuning on a controller. It's just up to the devs to implement it, and I have never seen a game that implements it. Instead of trying to find a non-existent "one size fits all" controller tuning, users should be allowed to tweak it.
The message that controllers send to the console is effectively a value (eg. between -1,000 and +1,000 for each axis). It is entirely up to the game to process this thumbstick value. Providing the player with a setup screen would be relatively easy.
You could have a simple graph for each axis with the X value being thumbstick displacement and the Y value being game sensitivity. Each user could then set up the thumbstics to their own preference. Want linear progression as the thumbstick is moved from centre to extreme? Set the graph to a simple line curve. Want exponential progression so small movements do very little motion for sniping and large movements do a lot for spinning in close combat? Set a curve that starts shallow and then goes steeper.
"One size fits all" is not an appropriate paradigm for a game that caters for many different playstyles, players should be able to customize their controls. CCP has broken so much new ground with this game that I think it's time to address the imbalances between controllers and KBM. Not by nerfing KBM, but by improving the implementation of controllers. |
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