Pages: 1 2 [3] 4 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Soden Rah
Rapier Industry and Technology Second Sun Rising
25
|
Posted - 2014.11.16 22:04:54 -
[61] - Quote
CCP Nullarbor wrote:Manual flight controls are now enabled on Singularity. Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down.
1) EvE is not anything like a dogfighting game. We fly big ships that have rotating turrets that track our targets. We don't point our ships at things to shoot at them.
And EvE should stay that way.
BUT...
As it stands we are flying ships around in a 3d environment, And regardless of which way up a spaceship is...
If I want to [for example] fly around an asteroid, there should be no difference between me going around it in the plane of the HUD... or perpendicular to it.
However as it is currently implemented in the game if I dive under the asteroid and then pull up to go around and over it and pass back over the top, I will reach the point where I am pointing strait up and then continue that way. I then have to perform some weird and kak-handed manoeuvre to rotate the ship so I can then bring the nose down in the direction I want to go.
Because you don't permit the camera or the ship to ever be 'upside down'.
This is both unintuitive [bearing in mind that this is being done to make the new player experience MORE intuitive] and deeply frustrating and unnecessary.
Allowing our ships to perform loops would in no way make this a dogfighting game.
It would however make flying much more intuitive and make getting in and out of tight spaces like asteroid belts and some mission dungeons much easier.
You could [if you feel it necessary] still enforce a [this way is up] by having the ship model perform a roll if the manoeuvre it is performing puts it upside-down. If you have this happen [and match it with the follow camera] AFTER the completion of current manoeuvring [signalled by the release of the "keyboard Flight Controls" then you avoid the problem of the keys changing the command they are giving mid manoeuvre.
Also: 2) These changes bring something into sharp relief. The fuzzy over-large collision models. It is deeply frustrating, AND unintuitive for new players, to head for what looks like a clear patch of space between asteroids or pylons or other feature of stations and collide-able objects. And to smack into apparently empty space as you hit the invisible collision models.
If anything could be done to make the collision models much more surface hugging, and/or visible.
For example: A) stations [and ships] could have visible shields that follow the surface of their collision model making it visible but not game breaking or ugly.
B) Asteroids could have clouds of dust and rocks/pebbles around them that fill in the space encompassed by the collision models so we could visually see how close we can get to them. [same for big bits of space debris and collide-able objects that don't have shields]. This could also make them prettier... and it looks like you're planning doing something along these lines anyway...
An Upside of this would be to not only make the game more intuitive, but it would make practical more interesting space environments where flying inside structures and/or planetary rings or denser [larger] asteroid belts would be possible [in frigates/destroyers] without just getting frustrated beyond belief by constant collisions with invisible barriers.
And lets face it, EVERYONE has got stuck on an invisible barrier at some point when they were desperately trying to escape or close range or get to a friend who needs reps ect ect ect.
Fixing that would make the relevant dev's very popular. |
M'aak'han
C-7
29
|
Posted - 2014.11.16 22:24:01 -
[62] - Quote
Soden Rah wrote:And lets face it, EVERYONE has got stuck on an invisible barrier at some point when they were desperately trying to escape or close range or get to a friend who needs reps ect ect ect.
Yup, or trying to access a can intentionally put in the middle of a giant asteroid in a specific data or relic site (I can't remember which one). I cursed the dev who had the brilliant idea to design this, knowing Eve's ship controls are not suited to flying through a tunnel with this collision system.
|
Chirality Tisteloin
Zervas Aeronautics The Bastion
59
|
Posted - 2014.11.17 00:43:40 -
[63] - Quote
Owen Levanth wrote:Arla Sarain wrote:I think a lot of people will be dying.
The loss of control after interacting with the overview is annoying as hell. I just combined both with a lot of fancy keybinding. Targeting, for example, works like this with my testing-setup: I'm controlling the ship with my joystick and left hand, while my right hand uses the mouse to point at brackets I want to target. One of my buttons is bound to ctrl+left mouseclick, so I press that button and target. F1 and other module-keys are also bound to the joystick, so I can just press buttons on it to fire, for example. Works astonishingly well, especially since I can bind those stupid multiple-key shortcuts to single buttons. Easier on my memory/reflexes.
I'll try to do something similar on my razor nostromo. Do you use the radial menu for warping, aligning etc?
See you at my blog: http://spindensity.wordpress.com/
|
Theon Severasse
Sniggerdly Pandemic Legion
82
|
Posted - 2014.11.17 02:51:40 -
[64] - Quote
I think that the keyboard controls are as good as they should be.
As it stands that are useful in certain circumstances where you want to make minor adjustments, but leave it so that an experienced pilot who is already good at manual piloting will generally still be superior.
As has been said, EVE is not a dogfighting game. I wouldn't want to see the games physics being changed to allow things like barrel rolls or loops, and I certainly wouldn't want to see it changed so that weapons were forward firing only.
People seem to be forgetting that this is EVE, the mechanics of the game are fairly unique, and for me (and I would imagine a fair number of other players) something that makes it stand out from any of the other space sim games that you can buy (aside from the single shard/politics/etc).
I hope that CCP don't get too excited adding "new features" that come at the expense of existing gameplay. |
Theon Severasse
Sniggerdly Pandemic Legion
82
|
Posted - 2014.11.17 02:53:48 -
[65] - Quote
M'aak'han wrote:
Even better, and that could please video makers a lot, would be the possibility to lock the camera in a certain position around the ship, I mean not necessarily in a forced 'follow from behind' but rather any angle like 'facing at 1 o'clock' for example. I tried to simulate such a view mode some time ago and thought it provided a very nice immersion feeling. Absolutely useless in PvP, but still very nice effect when PvEing or recording for your lastest alliance recruitment trailer (or whatever else.)
Isn't that just a case of turning the tracking camera off and then selecting the camera angle that you want?
|
Sentient Blade
Crisis Atmosphere
1424
|
Posted - 2014.11.17 03:12:20 -
[66] - Quote
Theon Severasse wrote:As has been said, EVE is not a dogfighting game. I wouldn't want to see the games physics being changed to allow things like barrel rolls or loops, and I certainly wouldn't want to see it changed so that weapons were forward firing only. .
Two words for you though mate: Vectors. Bombers.
A loop is going from 98 degrees in one direction, to 98 degrees in another. Some visual processing would need to be done to show this client side so the ship didn't just insta-flip, but should certainly be possible.
Bomb are already forward firing directional weapons, and they present some of the most skilled actually-piloting-your-ship gameplay in the game... and while nobody is suggesting making every weapon forward firing, there are some pretty interesting options available for directional weapons in the future.
Can you imagine how awesome it would be to have a squad of heavy cruisers warp to a ping, manually pilot their ships in formation straight in above the anchor of the enemy, and then let rip with powerful directed energy weapons that did AOE damage for [x] distance in a straight line in front of their nose?
Make [x] some function of their travel speed, so they can't be used as stationary platforms, and you've got some pretty epic gameplay.
So respectfully, I don't think there can be many people in here who consider navigating by right click menu as a positive selling point of the game, although of course it has its place and it should definitely remain available.
|
M'aak'han
C-7
29
|
Posted - 2014.11.17 09:39:22 -
[67] - Quote
Theon Severasse wrote:Isn't that just a case of turning the tracking camera off and then selecting the camera angle that you want?
EDIT: There's also similar functionality in the advanced camera menu if that still is ingame (last time I looked for it I couldn't find the option to turn it on).
That's not it If you just turn tracking off, the camera stays facing at the direction you set with the mouse. If you then turn your ship around (let's say you're orbiting something) the camera still points at the same direction, but your ship turns around independently. It would be nice to allow it to turn while keeping the same direction relative to the ship.
As you mention the advanced camera menu, the functionalities available are "Set as interest" and "Set at parent". The former is where the tracking camera comes from, this tracks what you set it to look at, and doesn't lock the camera to the ship's heading. The latter provides a point of view set around any object, from the side where the camera is located when selecting "Set as interest", resulting in not always having a ship/structure in the middle of the screen. Not sure I managed to explain this clearly.
|
Adrie Atticus
Shadows of Rebellion The Bastion
554
|
Posted - 2014.11.17 09:47:08 -
[68] - Quote
Sentient Blade wrote:Theon Severasse wrote:As has been said, EVE is not a dogfighting game. I wouldn't want to see the games physics being changed to allow things like barrel rolls or loops, and I certainly wouldn't want to see it changed so that weapons were forward firing only. . Two words for you though mate: Vectors. Bombers. A loop is going from 89 degrees in one direction, to 89 degrees in another. Some visual processing would need to be done to show this client side so the ship didn't just insta-flip, but should certainly be possible. Bomb are already forward firing directional weapons, and they present some of the most skilled actually-piloting-your-ship gameplay in the game... and while nobody is suggesting making every weapon forward firing, there are some pretty interesting options available for directional weapons in the future. Can you imagine how awesome it would be to have a squad of heavy cruisers warp to a ping, manually pilot their ships in formation straight in above the anchor of the enemy, and then let rip with powerful directed energy weapons that did AOE damage to anything within [x] distance along the ships current vector of travel? Make [x] some function of their travel speed, so they can't be used as stationary platforms, and you've got some pretty epic gameplay. So respectfully, I don't think there can be many people in here who consider navigating by right click menu as a positive selling point of the game, although of course it has its place and it should definitely remain available.
The manual control is at best a supplementary feature which may or may not ever get out of the test server. Why would we want to start changing game mechanics for this? |
Sentient Blade
Crisis Atmosphere
1424
|
Posted - 2014.11.17 10:41:41 -
[69] - Quote
Adrie Atticus wrote:The manual control is at best a supplementary feature which may or may not ever get out of the test server. Why would we want to start changing game mechanics for this?
Because no game is created perfect - and games which fail to change and enhance themselves with new features and mechanics are sure to be consigned to history. |
Theon Severasse
Sniggerdly Pandemic Legion
82
|
Posted - 2014.11.17 12:25:57 -
[70] - Quote
M'aak'han wrote:Theon Severasse wrote:Isn't that just a case of turning the tracking camera off and then selecting the camera angle that you want?
EDIT: There's also similar functionality in the advanced camera menu if that still is ingame (last time I looked for it I couldn't find the option to turn it on). That's not it If you just turn tracking off, the camera stays facing at the direction you set with the mouse. If you then turn your ship around (let's say you're orbiting something) the camera still points at the same direction, but your ship turns around independently. It would be nice to allow it to turn while keeping the same direction relative to the ship. As you mention the advanced camera menu, the functionalities available are "Set as interest" and "Set at parent". The former is where the tracking camera comes from, this tracks what you set it to look at, and doesn't lock the camera to the ship's heading. The latter provides a point of view set around any object, from the side where the camera is located when selecting "Set as interest", resulting in not always having a ship/structure in the middle of the screen. Not sure I managed to explain this clearly.
Ahh I get what you mean now, yeah that would be kinda nice for people who make movies etc. I'm sure that there could be a way of doing it.
Perhaps they could do it so that a "lock camera angle" type tracking camera is added, that way people who want to use it for flying with WASD can, and then it can also be used by people who want to set it at different angles to do recordings. |
|
Bones Outten
Council of Economic Advisors Liga Hanseatica
7
|
Posted - 2014.11.17 12:29:40 -
[71] - Quote
Man this feature has garnered some interest :D
There are many ways that this could break the current mechanics; this I am also worried about. Needless to say it opens up more options, than otherwise not being included. Mostly WASD game players snuggling into the game quickly.
I agree with a bunch of other posters that the lack of setting a camera position/direction relative to any object static or moving, with reference to it's direction of travel (rather than to an object of interest) is rather debilitating not only from the chase point of view, but from trying to make pretty video clips to show off Eve to colleagues. Although the Eve travel guide has done a very good job (me thinks with help from the devs)
I also agree that changing the mechanic of tracking, enemies with automatic firing & tracking weapons will kill the game for the point & click vets. But as I said; this option being available opens up more than it stymies.
The current collision mechanics I presume will cause the most angst for those wishing to WASD, they already cause us point&clickers nightmares when speed tanking.
I too don't want a dog fighting game (Eve was never supposed to be, even from the feedback 10/11 years ago), but I do want the sandbox to reflect the skill of those available to shine within the environment.
There are many mechanics of Eve that need improvement, but it is like `Shane` walking on tissue paper; small changes can cause tearing. Options need to be opened for the Devs to work with; either way the sandbox(us) will determine the options usefulness. We can always shoot a monument again :D :D :D |
Adrie Atticus
Shadows of Rebellion The Bastion
555
|
Posted - 2014.11.17 13:09:29 -
[72] - Quote
Sentient Blade wrote:Adrie Atticus wrote:The manual control is at best a supplementary feature which may or may not ever get out of the test server. Why would we want to start changing game mechanics for this? Because no game is created perfect - and games which fail to change and enhance themselves with new features and mechanics are sure to be consigned to history.
I fully agree on the need to stay up-to-date. What is discussed here is a full rework of all ship-to-object mechanics in the whole game and changing the game from a RTS to a 1st person shooter. |
Owen Levanth
Sagittarius Unlimited Exploration
350
|
Posted - 2014.11.17 14:19:31 -
[73] - Quote
Chirality Tisteloin wrote:Owen Levanth wrote:Arla Sarain wrote:I think a lot of people will be dying.
The loss of control after interacting with the overview is annoying as hell. I just combined both with a lot of fancy keybinding. Targeting, for example, works like this with my testing-setup: I'm controlling the ship with my joystick and left hand, while my right hand uses the mouse to point at brackets I want to target. One of my buttons is bound to ctrl+left mouseclick, so I press that button and target. F1 and other module-keys are also bound to the joystick, so I can just press buttons on it to fire, for example. Works astonishingly well, especially since I can bind those stupid multiple-key shortcuts to single buttons. Easier on my memory/reflexes. I'll try to do something similar on my razor nostromo. Do you use the radial menu for warping, aligning etc?
Nope, I can't really work with the radial menu, I just point my mouse at a target (most of the time, a target on the overview but the game is getting better with showing me things in space) and either press D or click on warp, whatever my slow reflexes remember to do first.
Sadly my joystick is a bit old and lacks the number of buttons more modern ones have, so I had to leave the shortcuts for warping, docking, aligning and so forth unbound. |
Archetype 66
Epsilon Lyr Nulli Secunda
175
|
Posted - 2014.11.17 14:36:49 -
[74] - Quote
CCP Nullarbor wrote:Manual flight controls are now enabled on Singularity. How do I get to Singularityhttps://wiki.eveonline.com/en/wiki/SingularityWhat are the keys?You will need to manually bind the keys first, in the settings menu under Shortcuts -> Navigation[img]http://i.imgur.com/CjYcmQM.jpg[/img] Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. Joystick Support?Yes it would be possible, we will look into this if the testing goes well. Follow cameraYeah this would be pretty cool. We have it on our list of things to investigate, possibly as some variation of the tracking camera. Feedback should go in the thread here. Enjoy!
Might we have those lovely keyboard controls for the camera please ??! :) WIth a cool progressive acceleration slider on menu to smoothen ours captures.
|
Kendra Katana
Brutor Tribe Minmatar Republic
10
|
Posted - 2014.11.17 14:43:43 -
[75] - Quote
I feel like it's already a really good feature. We tried some manual flying with slicers the other day on sisi, and oh my, it's so much fun. I feel like manual flying translates better of what I'm trying to do than doubleclicks. Kiting and trying to separate someone from their fleet is, and feels, so much better now. |
Benjamin Hamburg
Epsilon Lyr Nulli Secunda
52
|
Posted - 2014.11.17 14:46:31 -
[76] - Quote
It's interesting and I tried it... however i doubt this will be particulary usefull |
War Kitten
Panda McLegion
5511
|
Posted - 2014.11.17 14:57:36 -
[77] - Quote
CCP Nullarbor wrote: Follow camera Yeah this would be pretty cool. We have it on our list of things to investigate, possibly as some variation of the tracking camera.
This is pretty close to a "must have" to go along with manual flight control. Please look into it really really hard.
I find that without a good mob to provide one for them, most people would have no mentality at all.
|
Vincent Athena
V.I.C.E.
2984
|
Posted - 2014.11.17 17:45:41 -
[78] - Quote
Soden Rah wrote:CCP Nullarbor wrote:Manual flight controls are now enabled on Singularity. Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. . However as it is currently implemented in the game if I dive under the asteroid and then pull up to go around and over it and pass back over the top, I will reach the point where I am pointing strait up and then continue that way. I then have to perform some weird and kak-handed manoeuvre to rotate the ship so I can then bring the nose down in the direction I want to go. You could [if you feel it necessary] still enforce a [this way is up] by having the ship model perform a roll if the manoeuvre it is performing puts it upside-down. If you have this happen [and match it with the follow camera] AFTER the completion of current manoeuvring [signalled by the release of the "keyboard Flight Controls" then you avoid the problem of the keys changing the command they are giving mid manoeuvre. So: I hold "Up" until my ship pitches through 180 degrees. I would now be upside down, but for the graphics engine rolling my ship right side up. Now, although I'm still holding "up" my ship is shown pitching down relative to the ship model. and the camera view. I get that. BUT:
What happens if, at that time and while still holding "Up", I press "left"? Does my ship go left? Or, as Ive pitched through 180 degrees, do I go right?
http://vincentoneve.wordpress.com/
|
Jack Tronic
borkedLabs
225
|
Posted - 2014.11.17 21:29:47 -
[79] - Quote
Owen Levanth wrote:Jack Tronic wrote:Owen Levanth wrote:Feedback:
One point which sprung at me immediately: The controls only work if you already have some speed. If you warp somewhere for example, you have to first get your ship moving into a direction before you can change it with the manual controls. Bad, please change this. Maybe make shortcuts for acceleration/decceleration?
They already exist. Do you mean stuff like "Approach" and "Orbit", or do you mean actual "Go Faster" keybinds?
There are literally keybinds that say "Accelerate" and "Deaccelerate" in the same tab as the movement keys. These options have been in EVE for a long time. |
Alexa Coates
Space Wolves ind. The Revenant Order
743
|
Posted - 2014.11.17 21:38:38 -
[80] - Quote
I kinda feel like the manual flight characteristics are better on big ships than they used to be. such as my archon. I can whip it around several seconds faster than if i double clicked in space.
That's a Templar, an Amarr fighter used by carriers.
|
|
Soden Rah
Rapier Industry and Technology Second Sun Rising
26
|
Posted - 2014.11.17 23:28:17 -
[81] - Quote
Vincent Athena wrote:Soden Rah wrote:CCP Nullarbor wrote:Manual flight controls are now enabled on Singularity. Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. . However as it is currently implemented in the game if I dive under the asteroid and then pull up to go around and over it and pass back over the top, I will reach the point where I am pointing strait up and then continue that way. I then have to perform some weird and kak-handed manoeuvre to rotate the ship so I can then bring the nose down in the direction I want to go. You could [if you feel it necessary] still enforce a [this way is up] by having the ship model perform a roll if the manoeuvre it is performing puts it upside-down. If you have this happen [and match it with the follow camera] AFTER the completion of current manoeuvring [signalled by the release of the "keyboard Flight Controls" then you avoid the problem of the keys changing the command they are giving mid manoeuvre. So: I hold "Up" until my ship pitches through 180 degrees. I would now be upside down, but for the graphics engine rolling my ship right side up. Now, although I'm still holding "up" my ship is shown pitching down relative to the ship model. and the camera view. I get that. BUT: What happens if, at that time and while still holding "Up", I press "left"? Does my ship go left? Or, as Ive pitched through 180 degrees, do I go right?
This is a bit hard to explain without visuals, but I'll give it my best shot....
The controls [in my proposed scheme] are ALWAYS tied to the ship as their reference point. So they would work more like an aircraft control column. If you are upside down and press the 'up key' then your ship will pitch 'down' from the reference orientation of the grid. If you are upside down and press 'left' the the ship will turn 'right' in the reference frame of the grid.
To avoid this being confusing, I was working on the assumption that anyone seriously piloting their ship would be using a follow cam view, which would be locked to the orientation of the ship. [If you're zoomed right out and flying 'normally' you're probably not trying to execute complicated manoeuvres like this anyway]
In that view the ship is ALWAYS right way up [RWU], regardless of it's orientation with respect to the grid.
Thus in that view up always means up, and left always means left.
Then, to maintain CCP's 'ships 'must-always-end-up-right-way-up' [MAEURWU] rule, if the ship is upside-down AND the pilot releases ALL flight command keys*, then the ship will perform a roll to RWU. [I don't think this is necessary, I'm fine with upside-down ships]
*Possibly with a timer aspect, like 1.5 seconds after last command, timer reset in the event of new commands coming in the window.
For situations where the roll is incomplete I when the pilot restarts making flight commands I would bring the roll to a stop and continue accepting commands from the ships current orientation. But this may not be the best solution to these edge cases, and play testing would be required to see what the best solution is.
Basically this is my suggestion for a workable mechanism that allows for full 360 degree manoeuvring abilities while ships still MAEURWU. I don't claim this to be the only, or possibly even best solution. But I offer it as refutation of the idea that maintaining ships generally right side up is incompatible with allowing manoeuvres like loops. |
Anton Menges Saddat
EXPCS Corp SpaceMonkey's Alliance
67
|
Posted - 2014.11.18 00:32:12 -
[82] - Quote
I think this is a promising start!
Things I'd like to see:
1.) addition of a chase cam mode, not necessarily fixed behind the ship directly, but adjustable and lockable to the orientation if your ship, so if you chose to have it at a angle that shows the top right of your ship that the camera would remain fixed to your ship at this angle when you move
2.) addition of facing direction/vector graphics for zoomed out ships (yours and others) in tactical view.
3.) addition of the ability to pitch/yaw and do barrel rolls, just for cosmetics and easier maneuvering
4.) full joystick/hotas support w/ speed mappable to thruster, etc. and be able to scroll overview and lock targets using joystick hat/buttons
these things would make it a lot more awesome imo
#2 in particular would be helpful for both WASD piloting and manual double click in space piloting, so i would especially like this
OH and one more suggestion!
add a toggle option that highlights where you double click in space or shows a vector. this would make manual piloting with the double click method a lot easier and intuitive. |
Ima Wreckyou
The Conference Elite CODE.
485
|
Posted - 2014.11.18 01:31:15 -
[83] - Quote
CCP Nullarbor wrote:Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. Isn't that just a graphical client side thing? I mean if you simply roll your ship model along the axis it is moving nothing changes for the velocity vector. Then you simply adjust the steering vectors of the keys with it. You can get the normal steering vectors for the simulation from the angle the ship is rolled.
I seriously don't see why something would change for the simulation at all. You will still not be able to fly a loop, but that has nothing to do with rolling the ship.
Then maybe just roll it back to normal position if you click somewhere.
the Code ALWAYS wins
|
Ganthrithor
GoonWaffe Goonswarm Federation
861
|
Posted - 2014.11.18 03:27:05 -
[84] - Quote
I tried key-flying on SiSi: it was mildly entertaining but doesn't seem very useful. Because of the way the game handles "physics," you don't really have full control of the ship (it won't pass through vertical) and the orientation of the ship and other graphical elements (engine trails!) on screen are extremely poor indicators for what the ship is actually doing. Basically it's pretty useless, but it was kind of fun toying with it for a few minutes. I could see myself potentially using it to fly in circles when I'm really bored, or something... like an in-space version of ship-spinning. Although actually, when I really think about it, that will never happen since the first thing I'll do when it hits TQ will be to make sure those inputs are un-bound to prevent accidental activation during an actual fight. Oh well. |
Adrie Atticus
Shadows of Rebellion The Bastion
556
|
Posted - 2014.11.18 09:29:57 -
[85] - Quote
Alexa Coates wrote:I kinda feel like the manual flight characteristics are better on big ships than they used to be. such as my archon. I can whip it around several seconds faster than if i double clicked in space.
That purely inertia. If in Eve you are not going to spend energy to also gain velocity (double-clicking to do 90 degre turn) you will expend all of the energy to turning instead of turning + acceleration.
Double-clicking in space is equal to "turn + increase speed" on the keybinds. |
marVLs
677
|
Posted - 2014.11.18 12:15:35 -
[86] - Quote
Won't be better if turning point of ship be at his start not in center? I think this could help |
bandwidth
Love Squad Confederation of xXPIZZAXx
2
|
Posted - 2014.11.19 01:23:00 -
[87] - Quote
I don't know what you guys (ccp) are going to do about the control singularity, but I make a point of avoiding it and it seems like anyone who doesn't is having problems. I can't suggest a solution, because there isn't an easy one. Good luck. I don't mind the inability to loop, but any maneuvering that involves going 'up' or 'down' is already a big pain in the ass and it really spoils the whole experience.
At the very least we need some kind of UI elements active when WASD is being used. it'd be nice if there was a icon projected at infinity from our velocity, it would make manually aligning possible.
also, setting up controls to move thrust towards an orthogonal (apparently in order to maximize turn rate) has high-lighted just how simplistic the normal controls really are. it now seems like you just find the direction a player has double clicked, start pushing in that direction, and then let the magic-space-drag take care of the error.
have you guys considered changing the approach/double click behavior to use WASD-like turns?
oh yeah, and PLEASE ALLOW FOR DIAGONAL CONTROL INPUT. (ie: be able to handle W+A inputs) |
Aurelius Valentius
Imperial Academy Amarr Empire
408
|
Posted - 2014.11.19 01:43:12 -
[88] - Quote
Saberlily Whyteshadow wrote:Flight controls at a bare minimum needs: Pitch Up Pitch Down Yaw Left Yaw Right Roll Left Roll Right Not just pitch up, pitch down, turn left, turn right... Ship needs to stop wanting to level out in straight flight. Still its pretty fun, better than nothing.
Also needs a lock on the ship view so you can fly your ship while panning around - that way you can use the WASD to fly, your ship should be locked in position in the view and then a mouse or KB panning key so you can look around... otherwise it's not really useful imho. |
Bruce Nollan
Index Industrial Incorporated
0
|
Posted - 2014.11.19 08:34:15 -
[89] - Quote
Still havent seen a solution to those of use who cant seem to get this to work. What's the deal? What skills do we need to attempt this magical feat???? |
Bruce Nollan
Index Industrial Incorporated
0
|
Posted - 2014.11.19 08:44:39 -
[90] - Quote
Still havent seen a solution to those of use who cant seem to get this to work. What's the deal? What skills do we need to attempt this magical feat????
EDIT: Found the CORRECT controls in the navigation tab not the movement tab. Might have missed that somewhere. Cary on. |
|
|
|
|
Pages: 1 2 [3] 4 5 :: one page |
First page | Previous page | Next page | Last page |