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Thread Statistics | Show CCP posts - 5 post(s) |
Vrain Matari
ZionTCD Unclaimed.
512
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Posted - 2013.05.10 15:23:00 -
[1] - Quote
CCP Cmdr Wang wrote:Posting the following info on upcoming changes to aiming and control system on behalf of CCP Wolfman since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Hi
As IGÇÖm sure youGÇÖre aware there have been some issues with the controls. WeGÇÖve been looking in to them and have identified some problems and starting with the mouse we are making some updates.
In this hotfix we have made changes to the input settings on the mouse which should improve the smoothness and fine aiming. The new values are very similar to those in Chromosome (though not identical). One thing to note is that the DPI settings on your mouse can make a significant difference to how this feels so please keep that in mind.
Your feedback on how this compares to the previous values will be very important so please include your settings with any feedback you give if possible.
Cheers
CCP Wolfman
WHY AIMING GOT BORKED
Or my best guess, at any rate. And really, this is just about the DS3 although parts of it apply to the KB/M agrument also. Also, this whole discussion assumes aim assist is off.
The fundamental critisism of aiming/control mechanics in Chromo was that the controller curve was not a curve but rather three flat lines pasted together(looking something like: \_/ ). The problem with this was that when you pushed right stick over too much aiming became twitchy at the transition from the deadzone to the sloped part of the controller curve. Adjusting deadzone width through the MOVE menu and the slope of the lines through the sensitivity setting in the controller menu helped a lot.
These adjustments made things bearable, and we all got used to it eventually. Problem was, the control mechanics were almost always mentioned in negative reviews of DUST. In Uprising, CCP has taken a serious swing at addressing those complaints. So although many forum warriors are crying out for a reversion to the old aiming/controller mechanics, that would be a bad idea. Uprising's mechanics need to be made to work, and work well. If that can't happen CCP will have to rewrite controller mechanics again.
But let's focus on Uprising's mechanics as they stand.
I believe the only real change CCP made was to add rotation acceleration for mercs. This adds realism but also is supposed to make fine adjustment a lot smoother, and when implemented correctly it does. If CCP got the physics right then the acceleration applies symetrically to speeding up and slowing down. Tbh i have not yet tested whether the decceleration is in effect and implemented properly, will tonight.
But the acceleration/decceleration is not the problem.
The problem is still the controller curve, and the reason most likely is that CCP did not change the curve in any significant way. It still has abrupt transitions, and is probably exactly what we had in Chromo. You can see this transition in your merc quarters or better yet out in the field. Just very slowly push the right thumbstick over and start to rotate - keep going and you'll eventually see the abrupt transision to a higher rotation speed. This is the problem. Because we're pushing the stick over slowly we know that the transition to highr speed rotation is not being caused by accelertation, but rather by the controller curve.
When you compound this abrupt control curve transition with the rotation acceleration, things become very hard to control and predict and presto! - 3 clip gunfights.
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Vrain Matari
ZionTCD Unclaimed.
513
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Posted - 2013.05.11 20:32:00 -
[2] - Quote
Garrett Blacknova wrote:Rei Shepard wrote:Quote:Speed cap is a necessity for the control schemes to be at least moderately balanced. Then they failed to deliver that part as i can still do a 360 in an instant, i just dont have any control over my aiming. That's because they've nerfed the controls - thus breaking the balance in favour of SIxaxis aim - instead of simply capping the turn speed like they should have been doing all along. Proper mouse aim, with a HARD limit to turn speed. Let people spin the mouse and do whatever they want, but make sure they never turn faster than the Sixaxis controller is capable of. You get all the precision and sensitiviy options of competent mouse control, but without the ability to ignore the restrictions inherent in a console shooter. That's what I've been looking for all along. Agreed 100% Garrett - for kb/m it's the only thing that can work. Allowing kb/m to violate suit physics imposed on ds3 users is a) insane, b) game-breaking & c)no fun at all.
Credit where credit is due:
5aEKUXeRJGJ27kCDnDVYak5q wrote: . . . Alternate suggestion: (something you could do if you have the time) have two "cursors", one is without speed limit and will move the camera without delay, but there will be a separate crosshair that controls the gun aim (this will also affect the gun model) will slowly "catch up" within its speed limit to where you are looking at (the first cursor). This way you get to preserve your game design concepts (slow turning for heavies/turrets) but won't make the game feel laggy. TLDR: control->camera without speed limit, but the gun aim will follow with their own limits. (so if you turn very quickly 180 degree, your camera will turn very quickly without any speed limit, but you will see your gun turning slowly to catch up. If you fire within this catch up period, you will effectively see the gun spraying bullets along a trail as it tries to go to the centre of the camera. . . .
Posted by 5aEKUXeRJGJ27kCDnDVYak5q on page one of this thread with other good points also.
P.S.: 5aEKUXeRJGJ27kCDnDVYak5q don't leave us bro, your ideas are too good - stay here and keep bitching at CCP, they'll listen eventually - they're smart peeps, just busy as f*** is all. |
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