|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
187
|
Posted - 2013.05.27 02:28:00 -
[1] - Quote
I did a quick analysis of how stick deflection is related to rotation speed. Here are the results I found:
https://docs.google.com/spreadsheet/ccc?key=0AqMshc-A6HVHdFlKbklqY1hQWnE4WVJIc1pCVHE4Smc#gid=0
Quick note: The blue line ("current") is how the system works now, and the red line ("proposed") is what I believe it should be.
Anyway, as we can see (after accounting for some small error), rotation speed appears to increase linearly with the distance from center that the stick is moved. This is a large part of the reason why I think aiming with the DS3 still feels imprecise and "slippery". The current system makes it way too easy to accidentally build up unwanted turning speed.
Most modern FPS it seems use a system where the effectiveness of stick deflection starts off low and increases as you get closer to the edge. This allows you to have a wide range at which you can make smaller and smoother movements, but also still gives you the ability to turn quickly by pushing the stick further.
The second line on that graph I provided does this, and is what I propose it should be (in terms of the general design). Reaching 50% rotation speed should happen around 80-85% stick deflection. Basically, the idea is that the deflection scale needs to have more detail/range at the low end, and less at the high end. Which makes sense (at least to me), because when you want to turn really fast, you're already giving up precision, but when you want to make slow fine movements, you want as much detail as possible.
Any thoughts on this? |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
187
|
Posted - 2013.05.27 05:27:00 -
[2] - Quote
Zeylon Rho wrote:I like the analysis. It's basically adding acceleration on the far end of the stick I guess. I find the current system mostly workable, but I can see how your way makes sense. Yeah, sort of. Though just to be clear I would like to mention that this has nothing to do with aim acceleration. This is purely about the maximum speed at a given distance the stick is pushed.
Anyway, the idea is that right now from 0% to 100%, rotation speed is spread out evenly across the entire stick deflection range. The problem with this is that we don't need 50% of the space being taken up by speeds that are impossible to use for fine/general aiming anyway.
With what I'm proposing (and what most FPS do now days) is that you essentially expand the first 50% and contract the second 50%. This way you get more room to make smaller and smoother adjustments. If you want to turn around really quickly, then you push the stick all the way to the edge. This frees up about 85% of the deflection range to be used to for regular aiming (as opposed to the roughly 50% that we get now).
|
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
189
|
Posted - 2013.05.27 07:02:00 -
[3] - Quote
Protocake JR wrote:I would really like a Dev's input on this subject. Anyone know the people responsible for tuning our controls? Not positive, but Wolfman seems to be involved in aiming, as he's generally the main DEV that comments/makes threads about it.
Anyway yeah, I'd also really like a DEV to at least see this. I mean, if it's not right for this game or them, then I have to respect their creative direction. But I think this would drastically help aiming on the DS3. |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
195
|
Posted - 2013.05.28 10:12:00 -
[4] - Quote
Thanks for the reply and detailed response Wolfman, it's very much appreciated. That's a shame it didnt really work out in your tests, but in any case it's just nice to know you're at least actively looking into all this kind of stuff. I'm sure you guys will figure it out though. Keep up the good work! |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
200
|
Posted - 2013.05.28 13:11:00 -
[5] - Quote
Vrain Matari wrote: Hi Sete. Great work on this, it will help the community and the game greatly, i'm hoping.
From my own testing, it looks like the blue curve is missing a 'knee'.
I'll qualify that by saying I haven't measured this in the last few days(i'm at work right now), but there is an abrupt and pronounced transition in rotation rate somewhere around mid-deflection.
By abrupt i mean a few degrees of deflection and by pronounced i mean maybe a 20% plus increase/decrease in rotation rate Furthurmore, this increase/decrease is instantaneous and is not affected by suit inertia at all.
I'll measure it carefully tonight and post results here.
Thanks. As for the "knee" I haven't noticed anything like that, and as Wolfman said above it should be completely linear. But if you're able to find that in testing then that would be very interesting. Definitely post it if you find something. |
|
|
|