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AndyPandy Puschel
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.06.04 13:29:00 -
[1] - Quote
xVxxMAVERICKxxVx wrote: Why do so many other shooters, Dust included (which I very much enjoy, BTW), have sluggish controls that don't respond as well, then also overshoot when making minor adjustments?
short answer: Experienced FPS Developers
long answer: The DUST Dev team utilizing Unreal Engine 3 on PS3 is by no means a "winning combination", its a "economical" solution to release a FPS on console. So yes maybe if DUST "survives", by which i mean keeps getting money from CCP/EvE they will learn and we have "good" controls next year or in 2 years. Its a matter of experienced developers, since obviously not every DEV team can put out the same quality or otherwise all FPS would be at the same level, mechanically and gameplay wise.
It seems to me that getting the controls right, is not a simple matter of tweaking some curves and acceleration, but the knowledge and experience on what to focus and what worked in the past. So its a hard job to get this right at your first try.
So yes the Dev team needs to listed to there customers and iterate until they nailed it, then next time they will get it right at launch. |
AndyPandy Puschel
Tronhadar Free Guard Minmatar Republic
18
|
Posted - 2013.06.04 13:55:00 -
[2] - Quote
Panther Alpha wrote:Remember that the DS3 is actually design to work with games.. Which means that should have a comfortable setting margin. The mouse is design to be Accurate and Precise.
The controllers as we know them today, undergone a long process of iterations to get to its current forms. They are mainly designed to be "held by two hands" comfortably in front of a TV set, while providing inputs to games.
The "sticks"y are a logical and "cheap" consequence of providing additional and more precise inputs to a existing pad solution, compared to the org. N64 controller.
So while the controllers are "designed" for games, they are mainly designed to be used in front of TV. So there is no inherent "quality" over any other input device, given the limitations. In fact the limitations of a input device often define, how well its inputs work for certain kinds of games.
Quote:The only reason why i can see CCP having problems with it, is because they are trying to be "Creative".
Not really or otherwise all FPS would have the same "perfect" controls, which is by my own past experiences not true at all. Like i noted, nailing the controls and feedbacks seems kinda tricky and hard to get right, for unexperienced developers. I also don't see any "creative" aspects in there controls? What are u talking about precisely? |
AndyPandy Puschel
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.06.04 14:03:00 -
[3] - Quote
stlcarlos989 wrote:I have no doubt
If u have no "doubt" u must have been working at CCP and are a senior FPS developer, so what is your real CCP nametag? |
AndyPandy Puschel
Tronhadar Free Guard Minmatar Republic
20
|
Posted - 2013.06.04 14:18:00 -
[4] - Quote
Panther Alpha wrote: lol.. mate.. I just don't want to spend 30 minutes writing about it. But your previous post is very close to an explanation of why... so i can't see why i need to explained again with different words.
What?
So u agree "partially" with my post and thats why u comment "Wrong... Wrong"? Thats a strange way of agreeing, so oki i'm sorry that i misunderstand your comment. |
AndyPandy Puschel
Tronhadar Free Guard Minmatar Republic
23
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Posted - 2013.06.06 10:07:00 -
[5] - Quote
Panther Alpha wrote: Do i really have to explain this ... ? oh well.
The design of Gamepads ( DS3 ), is not just so it can be "held by two hands" in front of a TV. Is the result of years of development, of how to add the functionality of a keyboard, and a mouse into one device, so all that functions that will normally be separated by 2 different devices, with lots of unnecessary buttons, can be controlled with 4 fingers ( 2 in Each hand ). The actual analog axis, is design to emulate the mouse input with just one finger, instead of the full hand.
By "creative" i meant ; CCP is trying to balance the game-play, by comparing data between the mouse and the DS3, and then Literally " Nerfing " the device that is the most effective in the game.
Yes, i agree that can also be confirmed by wiki, while i think the joystick also plays a large role in early thumbstick designs. What u seem to misunderstand is the simple fact, that one of the main design limitation/goal is still "held by two hands in front of a TV" no matter what othr design goals they had in mind.
If u want to add a mouse and a KB, u will most likely end up with something like a trackball or touch-pad with buttons or a mouse with lots of buttons. So first off, no they did never wanted to add "keyboard" functionality, don't confuse a "button" with a "key". The special function of a "keyboard" is a subset of what a button does and it was never the goal to provide real "typing" capabilities to a game controller, since at the time the thumbstick controller was designed, there was no need to design a typing/gaming input hybrid device.
Secondly the "held by two hands in front of a TV" design restriction/goal is one of the main reasons why the controller looks like it does, otherwise the mouse would have also won on gaming consoles, given the overwhelming success of 3D/FPS games.
So yes the goal was to get more mouse-like precise inputs, but at the same time, still being able to primarily play in front of a TV. So the input device must be a hand-held device and not a table based device, like a mouse/KB. |
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