itxaka said:I can understand people complaining about the controls. Coming from other FPS's they feel strange and it's up to you if you can (or want) get used to them.
It took me 3 plays to get used to them and them they clicked and was shooting fuckers one side and the other like a madman. But coming back to other fps's after playing it it took me other 3 plays to get used to them again.
I guess it's just a personal thing and how much do you play other fps's. For me, as I don't play a lot of them, it's pretty easy, but I can understand that a hardcore gears/cod/halo/resistance/etc.. player could have a LOT of problems getting use to them.
RubxQub said:Look, I appreciate your work to make the game that you did, but that doesn't change the observation I've made and the video that's shown and the experience I've had on two seperate TVs now, as well as many others in this thread.
Could I learn these controls and become competent at the game? Yes.
Is it my strong opinion that when I hit a direction on the analog stick that there is some immediate reaction on the screen? Yes (how anyone could hold a different opinion seems crazy to me).
Is this what I (and others) have observed in this game? No.
RubxQub said:Look, I appreciate your work to make the game that you did, but that doesn't change the observation I've made and the video that's shown and the experience I've had on two seperate TVs now, as well as many others in this thread.
Could I learn these controls and become competent at the game? Yes.
Is it my strong opinion that when I hit a direction on the analog stick that there is some immediate reaction on the screen? Yes (how anyone could hold a different opinion seems crazy to me).
Is this what I (and others) have observed in this game? No.
CHRP718 said:could the tards STFU?
*bows to Iain Howe*
Byakuya769 said:Would you lead them?
I disagree with the complaints ppl have with the aiming, but they have a right to air it out. (though they're wrong)
MvmntInGrn said:I can understand people complaining too.But I cannot understand why it is so hard to adapt to another type of system.
Do they also only play either God of War OR Ninja Gaiden, so their skill in one doesn't get rusty?
Do they decide to play Dragon Quest but not Final Fantasy, because memorizing and perfecting every aspect in one is more important?
Do they decide to play Ratchet but not LittleBigPlanet so they can concentrate on perfecting only one of them?
Sounds like these people no longer enjoy one of the most satisfying elements of gaming, diversity. Sadly more and more games are dismissing it and going for the copy-paste mechanic mentality. From a technical perspective KZ2 had a lot of hype, GG could have pushed it out with COD4 controls and it would have done very well. Prettiest COD4 clone. Thankfully they decided to create something different.
So yeah, I think it is awesome to have games that feel different. If I wanted to play a game with X feel, I go play that game. Not moan and groan because the developers decided to go somewhere different with it.
could the tards STFU?
Byakuya769 said:Would you lead them?
I disagree with the complaints ppl have with the aiming, but they have a right to air it out. (though they're wrong)
Hell yeah, you don't understand it.RubxQub said:What I don't understand is why he doesn't immediately start that acceleration the moment you hit the analog towards a direction.
Even in that video you posted, when he ups the sensitivity a bit, and starts moving stick sometime after 2:05 mark, you can see that the acceleration happens at about the same moment he pulls sticks. And that's slowed down 4x, on a TV that has obvious lag even during XMB...RubxQub said:If anyone has decided to read my last 50 posts in this thread, you'd see that I'm not complaining about the "feel" of anything.
I'm talking about how there is input delay.
That's it. That's my gripe.
Iain Howe said:Canada is awesome. I love Alberta, the Rockies and my new home town of Calgary.
I have so far managed to avoid getting beat down for not realising that this is one of the few places in the world where Cowboys are not an ironic gay icon.
RubxQub said:That video shows exactly what I'm experiencing.
So I have video evidence to support my claim, what do you have?
The controls are finally starting to click with me, I had about a 4 hours session playing on the demo yesterday and I'm now starting to have a feel for them, and I've also realized something, this demo was a very very good idea as anyone that is having an issue with the controls you can use this demo to get some good practice in so when the game is released you can jump right in and enjoy it feeling more comfortable.
Now anyone else that is having a problem with the controls listen up, I was one of the biggest moaners when it can to how the controls felt in this demo, really I was, but practise makes perfect, just keep playing though the demo again and again and slowly on each go you'll naturally start becoming acclimatized with the 'weight' of the controls and how the aiming feels.
The big thing for me was getting used to not pushing the analogue stick around too sharply, being gentle with it helps alot, otherwise your just going to continually overshoot your targets, the slow acceleration arc isn't so bad once you get used it, you can use that slower acceleration arc to gently refine your shots, it works quite well.
This game is definitely not a 'twitch shooter', I've heard loads of people say it but it just wasn't sinking in, tbh the more I play the demo the more it feels like Fear 1 to me, but with a cover system, slow down, take your time on shots, be a bit more methodical and this demo is very rewarding.
Anyway for those finding the controls 'sluggish', 'laggy' or whatever terminology you choose to describe them, just keep playing, it will click in the end, it took a long time for me, I've been moaning about the controls all over the place and TBH I feel quite stupid now, but at the same time I'm glad I persevered because now I know I have a game I can look forward to and not worry about how the controls feel.
One last thing, I did pop COD4 on after my session on KZ2 and I'm not putting down the controls on COD4 one bit but they did feel really strange, (try it out yourself after a few goes on the KZ2 demo), I see what people mean now when they say 'floaty' controls, it's weird, they do kind of feel unnatural lol, was a funny feeling, you don't feel like you have a body, it's like your just a camera and you can move the around environment at speed, and jumping was strange as well, I'm so used to bending my knees now and then jumping.
itxaka said:Hey, I got problems when changing RPG's! I can't seem to remember between Blue Dragon and IU so I have lot's of problems to remember everything after doing a loong play between them.
That is why I think some people can have problems, because I do
Everyone is talking and discussing normally. Maybe you should STFU and GTFO with your post that contributes nothing but more useless discussion? Are you looking to stir shit up or something?
His XMB doesn't seem to display anything out of the ordinary, however I completely concede that when he is in the KZ2 menu system and hitting directions at 1/4 speed there is delay there as well. I don't recall if I saw that in my menus or not.Lord Error said:Even in that video you posted, when he ups the sensitivity a bit, and starts moving stick sometime after 2:05 mark, you can see that the acceleration happens at about the same moment he pulls sticks. And that's slowed down 4x, on a TV that has obvious lag even during XMB...
Seeing thing slowed down to 1/4 speed should make any acceleration immediately obvious, much more so than regular speed, so I don't quite follow the "almost impossible to detect" statement.lowrider007 said:There is no lag, (or delay), or deadzone issues for that matter, I thought the same at first, it's just that acceleration arc starts of very slowly, slowing it down to 25% makes it almost impossible to detect, in-game it's alot more easy to see it moving straight away (but albiet very slowly at first), it just takes longer to reach full speed than in other games, this is what is giving the game it's weighted feeling, you thrash the sticks around and it's obviously going to take a few milliseconds to reach it's full speed, seriously dude I was moaning my ass of about the controls but with practise they start feel alright, here,
RubxQub said:Seeing thing slowed down to 1/4 speed should make any acceleration immediately obvious, much more so than regular speed, so I don't quite follow the "almost impossible to detect" statement.
When he slams the stick I'm looking for anything on the screen to immediately change to reflect that an input was received and the game is doing something with my input. What you get in that video (and in my experience) is no reaction at all for a beat and then the acceleration begins.
RubxQub said:Seeing thing slowed down to 1/4 speed should make any acceleration immediately obvious, much more so than regular speed, so I don't quite follow the "almost impossible to detect" statement.
When he slams the stick I'm looking for anything on the screen to immediately change to reflect that an input was received and the game is doing something with my input. What you get in that video (and in my experience) is no reaction at all for a beat and then the acceleration begins.
in that video, yes. you are right. there is a dead momentRubxQub said:Seeing thing slowed down to 1/4 speed should make any acceleration immediately obvious, much more so than regular speed, so I don't quite follow the "almost impossible to detect" statement.
When he slams the stick I'm looking for anything on the screen to immediately change to reflect that an input was received and the game is doing something with my input. What you get in that video (and in my experience) is no reaction at all for a beat and then the acceleration begins.
I'll give this a try in a bit, but I don't understand why slamming a direction would not yield an immediate result yet slowly executing the same command does.Private Hoffman said:There is no lag.
Instead of 'slamming the stick', aka the flick test, try making a fine, small movement. It will be instantly noticeable.
I kind of see what you're saying, but you should see something happening upon the input being receieved, even at 25%.lowrider007 said:No, your WRONG, if something is already moving very slowly then if you slow that down even further it'll look like it's standing still.
RubxQub said:I'll give this a try in a bit, but I don't understand why slamming a direction would not yield an immediate result yet slowly executing the same command does.
I kind of see what you're saying, but you should see something happening upon the input being receieved, even at 25%.
I will try again and see if I can produce any better results.
Future said:That lagged slow jump still is bugging me, but I see why its done
Riptwo said:Iain Howe: Welcome to Calgary! Make your way to Nectar Desserts as soon as humanly possible. Trust me on this.
And regarding the controls, is the input lag really that noticeable? I don't doubt that it exists, but is the rapid joystick flick really a technique commonly used when playing any console FPS?
Yep the jump bugged me too at first also but then I noticed as soon as you press the jump button sev bends his knees to make the jump, it is actually quite responsive, notice when you hit 'x' he dips straight away bending for the jump, in most other game you jump without bending your knees which to be honest is a bit silly, you try jumping like that in real life.
Future said:Its very noticeable. Naturally if you want to spin around quickly, you are gonna flick the stick hard. So its easy to tell that movement isnt instant. When you want to stop the movement and aim at something, its also easy to tell the reticule doesnt stop instantly. Its pretty much as un PC like as it can possibily get, as your movement isnt 1 to 1 with your controls. There is clear acceleration and deceleration, which feels like lag to some people
Yeah, I know its cuz of the animation. But 90% of all games (not just FPS) have an instant jump, cuz lag makes things feel unresponsive. Imagine playing a Mario game, walking towards a ledge, and having to time your jump so he had enough time to bend his knees before clearing the pit....it'd be impossible! And in Killzone, it feels like quick taps to the jump button sometimes dont even register. Its not terrible, since the only time you really need to jump is to clear obstacles, not to avoid gunfire, jump over pits, or jump while shooting like Halo or other FPS.
Future said:Its very noticeable. Naturally if you want to spin around quickly, you are gonna flick the stick hard. So its easy to tell that movement isnt instant. When you want to stop the movement and aim at something, its also easy to tell the reticule doesnt stop instantly. Its pretty much as un PC like as it can possibily get, as your movement isnt 1 to 1 with your controls. There is clear acceleration and deceleration, which feels like lag to some people
RubxQub said:Ok, redownloading the demo now (yes I deleted it out of frustration (yes, this doesn't help my case of providing an unbiased observation)). :lol
You're probably overcompensating for the delay/weight by doing quick large movements with the stick. Instead, try doing small movements more slowly, the aim lines up much more smoothly.Always-honest said:well, the sensitivity seems to take care of a lot of this delay. it's choice of momentum. But i can see how th accelaratrion seems off to some.
personally i'm having some problems with really small movements.. like lining up that headshot
Private Hoffman said:Then again, mario offers momentum unlike other platformers of the time, and it's one of the reasons why many people love mario's control.
Doesn't feel as sterile, and taking into account the momentum, and shifts of momentum, is more fun and immersive.
That's one of the reasons I love KZ2's controls, to be honest. Games like R2 and L4D don't feel nearly as good to me.
Always-honest said:well, the sensitivity seems to take care of a lot of this delay. it's choice of momentum. But i can see how th accelaratrion seems off to some.
personally i'm having some problems with really small movements.. like lining up that headshot
Always-honest said:well, the sensitivity seems to take care of a lot of this delay. it's choice of momentum. But i can see how th accelaratrion seems off to some.
personally i'm having some problems with really small movements.. like lining up that headshot
Future said:Killzone's laggy jump...
Yep the jump bugged me too at first also but then I noticed as soon as you press the jump button sev bends his knees to make the jump, it is actually quite responsive, notice when you hit 'x' he dips straight away bending for the jump, in most other game you jump without bending your knees which to be honest is a bit silly, you try jumping like that in real life, you can't.
It's all physics.RubxQub said:I don't understand why slamming a direction would not yield an immediate result yet slowly executing the same command does.
Awntawn said:You're probably overcompensating for the delay/weight by doing quick large movements with the stick. Instead, try doing small movements more slowly, the aim lines up much more smoothly.
For the record, the aiming "heaviness" is applied whether you're holding a knife or a pistol or a rocket launcher, so I don't buy the "heaviness" argument until it dynamically changes with what I'm holding.ChryZ said:It's all physics.
Flicking or twitching the sticks: you have a mass (the rifle, Ak47=3-4kg for reference) and a force to accelerate it (muscle power). If you try to build momentum too quickly then the law of inertia will absorb the force, there will be no or little immediate movement.
Finer stick movement: applying force slowly but more steadily will build acceleration and finer/immediate movement is possible.
lowrider007 said:There is no laggy jump, did you not read my post in response to you saying this the first time around ?
DANGER! DO NOT PROCEEDdhelfric said:So apparently making shit controls for realism's sake is OK for GAF now but not in the case of RE5?
dhelfric said:So apparently making shit controls for realism's sake is OK for GAF now but not in the case of RE5?