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Urgox Creed
Free Trade Corp
2
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Posted - 2013.05.12 00:48:00 -
[1] - Quote
To start off I just want to say that I like this game, and I would love to play it unfortunately the controls are a deal breaker for me and all of my fps friends that have tried to play it.
I can't even exactly vocalize the problem but the number one thing I need to be able to do is setup the controls so they are exactly like the controls in all the other fps games I play, obviously my muscles memory cannot learn two different ways to play for each game. When a person jumps into a new fps the very first thing they do is play with the controls until they are in a familiar place. This means, there can't be a hard cap to sensitivity, it needs to go as high as any other game. This means there can't be weird acceleration settings going on without any way to turn them off. This means the x and y axis need separate sensitivities. ect ect.. Some ppl have told me that hard caps on turn rates are for balance purpose but that honestly makes no sense. Imagine an RTS game where one race is balanced vs another by slower mouse sensitivity, or a street fighter game balancing characters on a delay to the joystick moments. Control inputs is just something you don't **** with! Balance on something else! |
XiBravo
TeamPlayers EoN.
21
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Posted - 2013.05.12 01:00:00 -
[2] - Quote
Agreed |
Kaze Eyrou
ROGUE SPADES EoN.
183
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Posted - 2013.05.12 01:08:00 -
[3] - Quote
Urgox Creed wrote:To start off I just want to say that I like this game, and I would love to play it unfortunately the controls are a deal breaker for me and all of my fps friends that have tried to play it.
I can't even exactly vocalize the problem but the number one thing I need to be able to do is setup the controls so they are exactly like the controls in all the other fps games I play, obviously my muscles memory cannot learn two different ways to play for each game. When a person jumps into a new fps the very first thing they do is play with the controls until they are in a familiar place. This means, there can't be a hard cap to sensitivity, it needs to go as high as any other game. This means there can't be weird acceleration settings going on without any way to turn them off. This means the x and y axis need separate sensitivities. ect ect.. Some ppl have told me that hard caps on turn rates are for balance purpose but that honestly makes no sense. Imagine an RTS game where one race is balanced vs another by slower mouse sensitivity, or a street fighter game balancing characters on a delay to the joystick moments. Control inputs is just something you don't **** with! Balance on something else! Did you try the "Duty Calls" control scheme? |
Kaze Eyrou
ROGUE SPADES EoN.
183
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Posted - 2013.05.12 01:10:00 -
[4] - Quote
And wait, x and y have different settings you can set iirc...
Also you assume hard cap is on controls that it's not on. Also you compare controls of other things where things are same controls. We have two different (actually 3) different inputs to choose from: DS3, Move, and Mouse. |
Urgox Creed
Free Trade Corp
2
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Posted - 2013.05.12 01:12:00 -
[5] - Quote
Kaze Eyrou wrote:Urgox Creed wrote:To start off I just want to say that I like this game, and I would love to play it unfortunately the controls are a deal breaker for me and all of my fps friends that have tried to play it.
I can't even exactly vocalize the problem but the number one thing I need to be able to do is setup the controls so they are exactly like the controls in all the other fps games I play, obviously my muscles memory cannot learn two different ways to play for each game. When a person jumps into a new fps the very first thing they do is play with the controls until they are in a familiar place. This means, there can't be a hard cap to sensitivity, it needs to go as high as any other game. This means there can't be weird acceleration settings going on without any way to turn them off. This means the x and y axis need separate sensitivities. ect ect.. Some ppl have told me that hard caps on turn rates are for balance purpose but that honestly makes no sense. Imagine an RTS game where one race is balanced vs another by slower mouse sensitivity, or a street fighter game balancing characters on a delay to the joystick moments. Control inputs is just something you don't **** with! Balance on something else! Did you try the "Duty Calls" control scheme?
You're talking about button placement. I'm not. What matters is that the sensitivity and movement feels like what your muscles are used to. |
Kaze Eyrou
ROGUE SPADES EoN.
183
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Posted - 2013.05.12 01:17:00 -
[6] - Quote
[quote=Urgox Creed
You're talking about button placement. I'm not. What matters is that the sensitivity and movement feels like what your muscles are used to. [/quote] Ah my bad. You were referring to the hard cap on sensitivity then?
Anyways, iirc, that only affects the mouse. |
Urgox Creed
Free Trade Corp
3
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Posted - 2013.05.12 01:45:00 -
[7] - Quote
Kaze Eyrou wrote: Ah my bad. You were referring to the hard cap on sensitivity then?
Anyways, iirc, that only affects the mouse.
I'm talking about sensitivity on all control schemes. I've tried the ps3 controler as well as the mouse they both have a hard cap on the upper limit I can set the turn rate. There is also acceleration going on when I do not wish to have it. On the mouse the x and y axis cannot be set independently, and because the x axis is limited it means you can flick your mouse and barely move on the x but do a head spin on the y. |
Snaps Tremor
The Tritan Industries RISE of LEGION
183
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Posted - 2013.05.12 01:57:00 -
[8] - Quote
The reason hardly any PS3 shooters after UT3 supported mouse and keyboard is that it's damn hard to balance for both simultaneously. Console shooters suit a heavier, more deliberate gun game (ie Halo) that takes the limitations of analog sticks into account, while PC shooters give up the ability to simulate weight so everyone can spin like inertialess tops as they try to out-headshot each other.
It's almost impossible to keep one side happy while satisfying the other. Right now it seems to be stuck in the middle, making nobody happy. They should still emphasise the pad over mouse and keys, and if that means losing twitch accuracy so a heavy stays heavy, that's just how it is. |
Urgox Creed
Free Trade Corp
4
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Posted - 2013.05.12 02:05:00 -
[9] - Quote
Snaps Tremor wrote:The reason hardly any PS3 shooters after UT3 supported mouse and keyboard is that it's damn hard to balance for both simultaneously. Console shooters suit a heavier, more deliberate gun game (ie Halo) that takes the limitations of analog sticks into account, while PC shooters give up the ability to simulate weight so everyone can spin like inertialess tops as they try to out-headshot each other.
It's almost impossible to keep one side happy while satisfying the other. Right now it seems to be stuck in the middle, making nobody happy. They should still emphasise the pad over mouse and keys, and if that means losing twitch accuracy so a heavy stays heavy, that's just how it is.
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Urgox Creed
Free Trade Corp
4
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Posted - 2013.05.12 02:05:00 -
[10] - Quote
Snaps Tremor wrote:The reason hardly any PS3 shooters after UT3 supported mouse and keyboard is that it's damn hard to balance for both simultaneously. Console shooters suit a heavier, more deliberate gun game (ie Halo) that takes the limitations of analog sticks into account, while PC shooters give up the ability to simulate weight so everyone can spin like inertialess tops as they try to out-headshot each other.
It's almost impossible to keep one side happy while satisfying the other. Right now it seems to be stuck in the middle, making nobody happy. They should still emphasise the pad over mouse and keys, and if that means losing twitch accuracy so a heavy stays heavy, that's just how it is.
The problem is, that has no place in a video game. You could also balance akuma vs ken by making it so akumas kick button does nothing if you press it more then once every 10 seconds. And while in theory that could be balanced and make it seem like akuma has a slower leg, infact its ********. Not everyone likes playing with the same settings, some ppl play with extremly slow turns so they have high aim some ppl sacrifice aim for turn rate but telling someone this is the speed you can turn at means you are catering the game only towards those ppl who are comfortable with that exact setting. Other ppl won't be willing to learn your restrictive controls. |
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ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
11
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Posted - 2013.05.12 02:08:00 -
[11] - Quote
Plenty of FPS balance different classes with different movement and turn speeds. Just because you have little FPS experience and don't want to learn how to play more varied games isn't a valid excuse for why this one shouldn't use such a mechanic. I understand if it's just "not for you", sorry to hear it, but don't pretend like there's anything abnormal about these mechanics. |
Snaps Tremor
The Tritan Industries RISE of LEGION
183
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Posted - 2013.05.12 02:11:00 -
[12] - Quote
Urgox Creed wrote:The problem is, that has no place in a video game. You could also balance akuma vs ken by making it so akumas kick button does nothing if you press it more then once every 10 seconds. And while in theory that could be balanced and make it seem like akuma has a slower leg, infact its ********. Not everyone likes playing with the same settings, some ppl play with extremly slow turns so they have high aim some ppl sacrifice aim for turn rate but telling someone this is the speed you can turn at means you are catering the game only towards those ppl who are comfortable with that exact setting. Other ppl won't be willing to learn your restrictive controls.
Not sure why you get to decide what does and doesn't have a place in a videogame, but Killzone, Halo, ARMA, and many other games have managed just fine with restricted turn controls. I personally can't stand the ridiculous PC FPS design of having everyone, no matter what they're supposed to be representing in game terms, spinning around like drunken flies after 3 espressos, so it's a matter of opinion that you're stating as fact. A first for this forum, to be sure. |
bolsh lee
Ahrendee Mercenaries
110
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Posted - 2013.05.12 02:21:00 -
[13] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=75436&find=unread |
Rurouni Kenshin
Mannar Focused Warfare Gallente Federation
5
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Posted - 2013.05.12 02:43:00 -
[14] - Quote
KBM was handicapped already with a speed nerf but i am fine with it as is. I can cope with practice and getting new muscle memory in place.
What's wrong with controllers? As far as I know based on the countless qq threads only sensitivity was affected which can be fixed by setting the x & y axis sensitivity settings.
We kbm users have to adjust and relearn aiming. I suggest you do too.
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Ninjanomyx
Imperfects Negative-Feedback
59
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Posted - 2013.05.12 03:10:00 -
[15] - Quote
Urgox Creed wrote:Snaps Tremor wrote:The reason hardly any PS3 shooters after UT3 supported mouse and keyboard is that it's damn hard to balance for both simultaneously. Console shooters suit a heavier, more deliberate gun game (ie Halo) that takes the limitations of analog sticks into account, while PC shooters give up the ability to simulate weight so everyone can spin like inertialess tops as they try to out-headshot each other.
It's almost impossible to keep one side happy while satisfying the other. Right now it seems to be stuck in the middle, making nobody happy. They should still emphasise the pad over mouse and keys, and if that means losing twitch accuracy so a heavy stays heavy, that's just how it is. The problem is, that has no place in a video game. You could also balance akuma vs ken by making it so akumas kick button does nothing if you press it more then once every 10 seconds. And while in theory that could be balanced and make it seem like akuma has a slower leg, infact its ********. Not everyone likes playing with the same settings, some ppl play with extremly slow turns so they have high aim some ppl sacrifice aim for turn rate but telling someone this is the speed you can turn at means you are catering the game only towards those ppl who are comfortable with that exact setting. Other ppl won't be willing to learn your restrictive controls.
Please ignore the obviously handicapped scrublet....... He is most obviously a CoDboitard Jarhead as we see the 2 distinct patterns on display here:
1. Twitch 180s requested ala CoD Standard. (Only reason for Twitch is if Sticky Auto-Aim Assist is present to babysit such irresponsible movements with a Lag Compensation Diaper to cloak your Client-Side position heading as you Dropshot to disadvantage the other Player's Aim-Assist in a game of "Who can abuse EZ-Mode Flawed Mechanics best???")
2. Uses the least balanced, homogenized Fighter as an example for balancing......& still has no idea what he is talking about in regards to the example he proposed (Akuma is not even close to a Kick Heavy Character..... Maybe this Stooge meant Chun-Li???)
Please stay away from ANY other Game as you will regret it indefinitely. Or EVOLVE & try Guilty Gear/BlazBlue or Killzone, throw in a Metal Gear or 2, get swollen L337 Muscle Memory & stop living like the Brainwashed Shototard CoDboi you represent. The choice is yours :P |
TiMeSpLiT--TeR
Planetary Response Organisation
365
|
Posted - 2013.05.12 04:13:00 -
[16] - Quote
Its twitch game. But it's not. The controls needs to be more responsive. |
Mobias Wyvern
Crux Special Tasks Group Gallente Federation
15
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Posted - 2013.07.06 04:19:00 -
[17] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year
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