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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! |
Urgox Creed
Free Trade Corp
2
|
Posted - 2013.05.12 01:12:00 -
[2] - 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. |
Urgox Creed
Free Trade Corp
3
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Posted - 2013.05.12 01:45:00 -
[3] - 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. |
Urgox Creed
Free Trade Corp
4
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Posted - 2013.05.12 02:05:00 -
[4] - 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
|
Posted - 2013.05.12 02:05:00 -
[5] - 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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