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Expert Intervention Caldari State
55
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Posted - 2013.07.27 20:07:00 -
[1] - Quote
OOOHHHHHHHHHHKAY now I understand why CCP said in testing that a linear joy pad movement to onscreen speed is better then a exponential one. Its becuase they have an acceleration curve that causes the joy/move curve to emulate an exponential curve.
CCP im gonna let you in a on a secret NO GAMER LIKES ACCELERATION IN THEIR CONTROL SCHEME!
Acceleration is one of those things that was foisted on the every day computer user as the only practical means to deal with large lists and to lower the level of entry to the controls user.
HUMANS ARE HORRIBLE at understanding and interacting with acceleration, the reason that many uses of acceleration tend to happen in steps, IE you scroll up ten scroll rate increases to ten/sec you scroll one hundred scroll rate increases to 100/sec ETC... this is much easier for us to under stand as you have found in your development.
Here's that thing tho AS LONG AS ACCELERATION IS USED PRECISION IS IMPOSSIBLE! you can not repeat an action over and over and get the same result because it requires that we add one more thing to the list that has to be exactly the same every time, or our brains have to make a complex calculation they simply incapable of with out it being the focus of our attention(you know instead of tactics, the 10 no 11 now 9, thanks to a teamate that bought him 5 secs, after which 10guys that are currently aiming at them and the weapons they are using, their opponents and their own HP levels, distance to every bit of cover plus a meter so they don't stick to it like a goth that walked into an active particle accelerator...............................................................................)
TLDR; so my recommendation is throw out acceleration for both KBM and DS3.
Give the DS3 an exponential joypos/speed curve.
return the turn limitation to KBM just make it a hard limit not an accel limit.... you know play dog fighter or starconflict (FTP if I remember), both these games have excellent KBM implementations with turn limits, and can do a better job of showing you what I mean.
EDIT: ANY turn speed limitations should be in deg/sec in game not based on controller input like they currently are. |