|
Ms Adequate posted:This is so insane that I have to imagine there's a story of some kind. A bet to make a control scheme without using a face button? A setup for someone with an incredibly specific disability where they could still hit R3 but nothing else on that side of the controller? It seems like the idea is to make it so you can do everything without ever taking you hands off the control sticks. Which can be a good goal, nobody likes having to do the claw to hit face buttons and move the right stick at the same time. It just looks like in this case they have a few too many actions to make it work comfortably.
|
# ? Feb 15, 2024 12:42 |
|
|
# ? May 27, 2024 17:15 |
|
That reminds me of the absolutely buck wild control scheme that the Pirates of the Carribean game had on PC. Left click to move forwards, right click to move backwards, spacebar to attack, enter to open the quick command menu. It was like somebody trying to invent a M+KB control scheme from first principles
|
# ? Feb 15, 2024 13:04 |
|
Perestroika posted:That reminds me of the absolutely buck wild control scheme that the Pirates of the Carribean game had on PC. Left click to move forwards, right click to move backwards, spacebar to attack, enter to open the quick command menu. It was like somebody trying to invent a M+KB control scheme from first principles I want whoever came up with this feverdream of a design dragged out into the streets and locked into stocks for public mockery. That's a punishment from pirate times, right?
|
# ? Feb 15, 2024 13:08 |
|
I know a few old FPSs defaulted to having right-click as a secondary move forward, but that is just deranged.
|
# ? Feb 15, 2024 13:13 |
|
Perestroika posted:That reminds me of the absolutely buck wild control scheme that the Pirates of the Carribean game had on PC. Left click to move forwards, right click to move backwards, spacebar to attack, enter to open the quick command menu. It was like somebody trying to invent a M+KB control scheme from first principles I think I tried out those controls when I was first mucking around with mouse look in Quake 1 (back before things really got standardised).
|
# ? Feb 15, 2024 13:14 |
|
Putting dodge on a non-face button is a disgrace.
|
# ? Feb 15, 2024 13:42 |
|
exquisite tea posted:Putting dodge on a non-face button is a disgrace. Didn't FFXVI do that?
|
# ? Feb 15, 2024 13:51 |
|
exquisite tea posted:Putting dodge on a non-face button is a disgrace. Caveat - if your game’s dodge option is an I-frame dash then it should probably be an option to use the shoulder buttons.
|
# ? Feb 15, 2024 14:16 |
|
Speaking of controls and d-pads, the Tony Hawk remaster is pretty great but I have trouble using the analog stick, especially to do tricks. Biggest issue is that decades of muscle memory make it difficult for me to use the d-pad
|
# ? Feb 15, 2024 14:17 |
|
It's usually spacebar, holding ctrl, or double tapping a directional key.
|
# ? Feb 15, 2024 14:17 |
|
Philippe posted:It's usually spacebar, holding ctrl, or double tapping a directional key. This guy Hawks
|
# ? Feb 15, 2024 14:24 |
|
I know the early 00's were filled with goofy control schemes before everyone got things generally figured out, but this? Completely bonkers, what the hell.
|
# ? Feb 15, 2024 16:35 |
|
Bifner McDoogle posted:
Yes, we’ve read your posts lmao Nah im just having some fun with you. You’re good people
|
# ? Feb 15, 2024 18:22 |
|
Perestroika posted:That reminds me of the absolutely buck wild control scheme that the Pirates of the Carribean game had on PC. Left click to move forwards, right click to move backwards, spacebar to attack, enter to open the quick command menu. It was like somebody trying to invent a M+KB control scheme from first principles My friend who was the best of all of us by far at quake had right click as move forward. Left click was shoot still, and asd were mapped the same. I forget if F was something special, but the idea was you could instantly move backwards and forwards since you didn't have to pick up and lift your finger to go from W to S.
|
# ? Feb 15, 2024 19:22 |
|
the only game allowed to put jump on a shoulder button is Ape Escape for the PSX
|
# ? Feb 15, 2024 19:41 |
|
Riatsala posted:the only game allowed to put jump on a shoulder button is Ape Escape for the PSX Feel like the best thing to use shoulder buttons for is making the ape scratch their head.
|
# ? Feb 15, 2024 19:42 |
|
Enter the Matrix on the Xbox mapped the ‘Shoot gun’ button to the black/white buttons. It was incredibly awkward on the smaller Xbox controllers, and almost unusable on the big original style controller.
|
# ? Feb 15, 2024 22:14 |
|
Oh boy, perfect timing since I'm finally getting around to playing the first Metal Gear Solid, with all its wonky controls. Especially pressing Y to aim my gun, and releasing to fire. It's doubly weird because I started the series with MGSV, which is still my favorite implementation of general action/shooting game controls. Going back to 2 and 3, and now 1, it's an exercise in frustration every time, dealing with the dated mechanics of otherwise classic games.
|
# ? Feb 15, 2024 22:30 |
|
One of the best things Steam has done is being able to remap any button on a controller to any other button. It does have problems when it does this without telling you it’s doing it, which is also how people made the Garfield racing game restart your computer when you pressed any button.
|
# ? Feb 15, 2024 23:08 |
|
Ugly In The Morning posted:One of the best things Steam has done is being able to remap any button on a controller to any other button. It does have problems when it does this without telling you it’s doing it, which is also how people made the Garfield racing game restart your computer when you pressed any button. True heroes attempting to avert a bad fate
|
# ? Feb 15, 2024 23:11 |
|
Lies of P is pretty fun. Except the rafter poo poo in the church. This is in fact anti-fun.
|
# ? Feb 18, 2024 07:21 |
|
My friends and I spent a bunch of time tonight in Baldurs Gate 3 going through a real tough section where, essentially, you have five turns to rescue a bunch of people from a place that's falling apart. It's tricky as hell but with a combination of skills, spells, and scrolls, we were able to pull it off and...game crashes when we return. Reload a save a couple turns back, same thing. Absolutely infuriating, especially this seems to be a problem that has been going on for a while.
|
# ? Feb 18, 2024 08:07 |
|
LAD Infinite Wealth Sujimon spoilers: insanely hosed up that Sodachi learned how to channel the Satsui no Hadou but lost it after four fights. I guess it’s my fault for not just curbstomping every trainer battle while I was OP though.
|
# ? Feb 18, 2024 09:12 |
|
Hel posted:I know a few old FPSs defaulted to having right-click as a secondary move forward, but that is just deranged. Doom had this iirc.
|
# ? Feb 18, 2024 09:30 |
|
I played the first one and am a good amount into the second one so I haven’t seen everything but the fact that the Horizon games on the PlayStation don’t seem to have spider machines seems like a missed opportunity
|
# ? Feb 18, 2024 09:54 |
|
sebmojo posted:Doom had this iirc. I thought doom 1 only supported mouse movement and not mouse look originally, so didn't moving the mouse foward and backward move you that way? I only played it with e keyboard, but I remember being really disoriented trying Hexen 2 after I'd been playing Half-Life because the control scheme was back to goofy things for the mouse in an FPS other than mouse look.
|
# ? Feb 18, 2024 10:01 |
|
I don't think anything had "mouselook" until Quake. That was when I first experienced it, anyway.
|
# ? Feb 18, 2024 10:04 |
|
moosecow333 posted:Enter the Matrix on the Xbox mapped the ‘Shoot gun’ button to the black/white buttons. It was incredibly awkward on the smaller Xbox controllers, and almost unusable on the big original style controller. A controller with literal triggers, and they mapped "shoot gun" to some obscure option button that most people barely used? What the hell?
|
# ? Feb 18, 2024 11:19 |
|
oldpainless posted:I played the first one and am a good amount into the second one so I haven’t seen everything but the fact that the Horizon games on the PlayStation don’t seem to have spider machines seems like a missed opportunity All the machines ingame are roughly true-to-life size and real or extinct animals, so I’d imagine that was part of the art design specs. Which means no bugs because no up/down scaling.
|
# ? Feb 18, 2024 11:32 |
|
Boogaloo Shrimp posted:All the machines ingame are roughly true-to-life size and real or extinct animals, so I’d imagine that was part of the art design specs. Which means no bugs because no up/down scaling. Counterpoint: The Rockbreaker Also: gently caress Rockbreakers
|
# ? Feb 18, 2024 12:00 |
|
Coolness Averted posted:I thought doom 1 only supported mouse movement and not mouse look originally, so didn't moving the mouse foward and backward move you that way? I only played it with e keyboard, but I remember being really disoriented trying Hexen 2 after I'd been playing Half-Life because the control scheme was back to goofy things for the mouse in an FPS other than mouse look. Doom supports horizontal but not vertical mouse look by default. Sebmojo is right, it also includes mouse movement (forward) which is generally called “lookspring” in FPS control settings, although Doom is early enough it doesn’t call it that. John Romero figured out using keyboard strafing and mouselook to turn around Doom’s release and got very good at winning deathmatch by literally circlestrafing around people while they couldn’t keep up.
|
# ? Feb 18, 2024 12:01 |
|
oldpainless posted:I played the first one and am a good amount into the second one so I haven’t seen everything but the fact that the Horizon games on the PlayStation don’t seem to have spider machines seems like a missed opportunity The Corruptors and Deathbringers are kind of spider-adjacent already despite not being strictly animal-shaped, so I think there would be bit too much overlap.
|
# ? Feb 18, 2024 12:18 |
|
Boogaloo Shrimp posted:All the machines ingame are roughly true-to-life size and real or extinct animals, so I’d imagine that was part of the art design specs. Which means no bugs because no up/down scaling. Guerrilla said they prototyped insectoid machines but wanted to differentiate them from the more spindly arthropodic Faro bots.
|
# ? Feb 18, 2024 12:47 |
|
Arivia posted:Doom supports horizontal but not vertical mouse look by default. Remember the original Doom didn't have vertical at all, it was all tricks. Hence there not being aiming vertically, you just moved horizontally and the shot would hit whether the enemy was above or below you.
|
# ? Feb 18, 2024 12:51 |
|
Back in the nineties I remember my friend playing Marathon with a control scheme where movement was mapped to the mouse while look was mapped to KB, so he was constantly picking his mouse up just to move forward, weird poo poo.
|
# ? Feb 18, 2024 13:56 |
|
Arivia posted:Doom supports horizontal but not vertical mouse look by default. Sebmojo is right, it also includes mouse movement (forward) which is generally called “lookspring” in FPS control settings, although Doom is early enough it doesn’t call it that. John Romero figured out using keyboard strafing and mouselook to turn around Doom’s release and got very good at winning deathmatch by literally circlestrafing around people while they couldn’t keep up. I'm old enough to remember when circle strafing was a newfangled concept, and gaming magazines had articles about how Yes, you should actually use your mouse when playing a first person shooter rather than just having keyboard keys as your controls. Also, the absolute king of bizarre and esoteric control schemes has to be system shock, which in its original release had actual icon buttons on the heads up display that you would click for movement, rotation, and changing between standing crouching and prone.
|
# ? Feb 18, 2024 14:04 |
|
I learned to circle strafe in Doom using the keyboard alone. Right hand for arrow keys to turn, comma and period to sidestep, left hand for Ctrl to shoot. When I think back to it my hands ache now.
|
# ? Feb 18, 2024 14:16 |
|
Last Celebration posted:LAD Infinite Wealth Sujimon spoilers: insanely hosed up that Sodachi learned how to channel the Satsui no Hadou but lost it after four fights. I guess it’s my fault for not just curbstomping every trainer battle while I was OP though. just use the council agent guys to fully awaken him and he gets it back
|
# ? Feb 18, 2024 14:36 |
|
I wish Elden RIng's map had an item/key filter or whatever I should call it. Like if I just wanted to display the merchants or caves
|
# ? Feb 18, 2024 15:06 |
|
|
# ? May 27, 2024 17:15 |
|
Ugly In The Morning posted:just use the council agent guys to fully awaken him and he gets it back oh sick, kinda surprised that’s a thing since he does like twice as much damage as any other Suji but I’m not complaining.
|
# ? Feb 18, 2024 15:08 |