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Panther Alpha
Commando Perkone Caldari State
378
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Posted - 2013.06.04 13:39:00 -
[1] - Quote
AndyPandy Puschel wrote: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.
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 only reason why i can see CCP having problems with it, is because they are trying to be "Creative". |
Panther Alpha
Commando Perkone Caldari State
378
|
Posted - 2013.06.04 13:59:00 -
[2] - Quote
AndyPandy Puschel wrote: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?
Wrong... and wrong... but it will take me to long to explain why, and i'm to lazy. |
Panther Alpha
Commando Perkone Caldari State
378
|
Posted - 2013.06.04 14:13:00 -
[3] - Quote
AndyPandy Puschel wrote: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? Panther Alpha wrote:Wrong... and wrong... but it will take me to long to explain why, and i'm to lazy. bah than don't give a troll answer just stating "wrong...", if u are too lazy to give a real answer/comment, don't even bother to comment, since thats just being a douche.
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. |
Panther Alpha
Commando Perkone Caldari State
378
|
Posted - 2013.06.04 14:22:00 -
[4] - Quote
AndyPandy Puschel wrote: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.
No i meant "stlcarlos989" fist post... sorry I trying to multitask right now.. and i failing miserably. |
Panther Alpha
Commando Perkone Caldari State
379
|
Posted - 2013.06.04 17:53:00 -
[5] - Quote
Cashern X wrote:Panther Alpha wrote:AndyPandy Puschel wrote: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? Wrong... and wrong... but it will take me to long to explain why, and i'm to lazy. lol idiot
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. |
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