over 5 years ago - /u/BenIrvo - Direct link

Originally posted by SeaPear

Fantastic work devs, thanks for the update Ben. Quick question @u/BenIrvo

Maybe I was playing it wrong, but is the intention to go from flight to hover going to be pressing the ‘c’ key? At least for me it felt more natural pressing shift again... Just my take, but I’m only one person... lol

We think it’s better that was so you can use shift to stop flying :)

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by arsehole-o-matic

Cannot way to see how those changes play out (in two weeks). /u/BenIrvo

However, I'd like to bring your attention to a related subject:

Zoomed sensitivity isn't consistent across weapon types and zoom levels. Encouraging USA aside, I consider it to be a problem worth noting as it directly undermines the value of the zoomed sensitivity slider.

Example:

While auto-pistols and assault rifles seem to share the same magnification while aimed, the sensitivities are vastly different - pistols are about four times as sensitive as ARs are regardless of zoomed sensitivity value. Given there are no per-weapon category settings, this greatly detracts from gameplay consistency.

Therefore I propose one of the following:

  • Manually adjust zoom and sensitivity ratios to be close to consistent
  • Implement options to allow players to manually adjust per-category sensitivity to their liking
  • Implement USA and let it take over.

Will look into this

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by fleetze

Huge if true. Can anyone confirm such wild claims by the OP?

Confirmed :)

over 5 years ago - /u/BioCamden - Direct link

Originally posted by LawbringerX

Awesome news! The PC players definitely appreciate the fact you guys are working so hard to make the game's controls smoother on Mouse and Keyboard.

Definitely doing what we can, and plan on continuing to review and do more.

over 5 years ago - /u/BioCamden - Direct link

Originally posted by balrathamir

Added Auto-Centering for PC Flight

Added auto-centering behavior on swimming and flying by default for PC.

When mouse input stops (after a delay) the crosshair will automatically return to center.

This will singlehandedly fix flying for me I feel.

It feels awesome, I am really excited about the changes that we got in this week.

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by EltarielInMordor

Is there controller support on PC?

Yes

over 5 years ago - /u/BioCamden - Direct link

Originally posted by clanky69

Will there be a FOV slider? I haven't heard mention of one.

It’s something we definitely want to do but is extremely complex because of the many different cameras we have. Stay tuned

over 5 years ago - /u/BioCamden - Direct link

Originally posted by TacoDewBell

Thanks for addressing and most importantly communicating these changes so quickly.

<3

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by pJuice_99

Yo I dont now about you but I am so sure there is some sort of negative acceleration still in the game. I noticed something feels off with aiming just a few minutes into the game. Its my first time playing and I didnt have any idea there was a similar bug in the VIP Demo so it doesnt have anything to do with my 'mindset' going into the game.

If its not that it has to be something else that makes aming feel off for me. Any ideas what it could be?

It’s fixed for launch not demo :(

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by ForHonorViking

Flying feels weird but I’m getting used to it. One question tho, how do I barrel roll? I’ve seen clips of it, but the evade button just seems to do the default evade that you do on the ground and when hovering. What am I missing?

When flying push evade and hold left/right on left stick (or A,D)

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by darth_infamous

It really worries me that anytime they use the words 'raw mouse input' it's in relation to aiming. u/BenIrvo, please tell me this is just a phrasing and that raw mouse input is applied to everything, not just aiming (ADS).

I mean it as when on ground as opposed to flight / swim. There are ways to do that also but it’s different.

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by DawnBlue

Space bar already stops flying though? Or do I remember it wrong, haven't gotten to the Open demo yet

It does also

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by toshjillery

Can we please get rid of the ‘y’ and ‘u’ controls to navigate the menu and make it the more traditional ‘a’ and ‘d’ or ‘q’ and ‘e’? I’ve never played a game with such weird navigation controls for the menu.

Yes. We did this. I made a second thread.

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by GruffGames

Hmm this is disappointing, sounds like you're not fixing the core issue with the flight controls. Which is that you've seemingly just emulated the analogue stick system over to mouse, instead of giving mouse it's own native control over flight.

I can barely use a controller, but after trying it out, zipping around feels great and immediately makes sense. Mouse should be smoother but muscle memory goes out the window when you have to struggle within the confines of analogue stick boundaries.

The mouse doesn't have a dead zone, yet you've given us one anyway.

It’s worth trying it. It feels good.

over 5 years ago - /u/BioCamden - Direct link

Originally posted by Hans_Yolo_

Honestly, for PC, I think that's the largest issue. I can make do with somewhat odd controls, but I can't do with such a restricted FOV.

The game could also be optimized a bit better, if that's possible... medium settings at 1440p, on an i7 6700k, gtx 1070 and 16gb ram and I'm getting sub 50 FPS in missions :/ yikes

Yeah I may have mentioned this before but there was quite a bit of focus on optimization and performance that I believe occurred after this demo build was branched. I can’t say for sure how much we can expect to see improved but stay tuned.

over 5 years ago - /u/BioCamden - Direct link

Originally posted by Storm_Worm5364

You guys could have a system that unlocks your FOV when moving around Fort Tarsis, but forces the default FOV for the cinematics, so that cinematic animations aren't broken by the FOV change. I believe that is what DICE had for their campaign/story missions back in BF1 (probably BFV too).

Yeah that was one of the problems we were talking about. We are going to start looking into soon, just wasn’t something we could do for launch in time without more time to test all of our cameras. We’ll see what we can do but we know this is a priority.

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by venlafaxin

Underwater is still god awful. Takes me at least 10 seconds to finally orient myself properly.

Fixed for launch bit for demo

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by Smirk125

Perhaps consider another demo then, because I will not be buying a game where important PC gaming features such as raw input were apparently an afterthought during development.

If the game doesn't even have raw mouse input prior to launch, something tells me that there are many other PC gaming unfriendly surprises lurking in the game.

It was a bug

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by MNSUAngel

I am not very knowledgeable about this terminology, Ben.

When you say "Raw Mouse Input Fixed," that, "Raw Mouse Input is now achievable in PC Flight," and that "By setting Flight/Swim Response and Precision settings sliders to 0% you can now achieve raw mouse input" are you meaning that the mouse will essentially work like the controller now - like when I move my mouse, my javelin will move with it - instead of slowly catching up to my movement?

I'm sorry if I just did a terrible job asking my question, but this one thing - literally - is the only thing that is stopping me from pre-ordering lol. I just want it to work how it works on controller for my mouse - I move the stick, the javelin turns, I move the mouse, the javelin turns. No delay, just 1:1 or whatever development term is appropriate.

Mouse and controller are different.

It basically means there is no acceleration. For every inch you move your mouse (at the same speed), you move the same amount.

Sometimes there is acceleration that can speed this up as you move. That makes things like aiming hard for people.

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by stealthgyro

What's wrong with just doing free aim? Maybe the Javelin isn't that responsive and takes a quick sec to turn, but that's how it should operate the way I see it.

Physics and animations

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by thefoxman88

How do people hover in mid-air?

Press C or right stick in

over 5 years ago - /u/BioCamden - Direct link

Originally posted by Storm_Worm5364

Ye, I think the community understands. Hope it is one of the things we see within the first patch (excluding the day one patch, that is).

I think you guys are doing a great job at communicating, btw. I believe this level of transparency/communication puts most of the community at ease.

Thank you Storm! We’ll try to do our best.

over 5 years ago - /u/BioCamden - Direct link

Originally posted by tttt1010

Are there any plans to add 1st person POV while in the javelin? I think it would be much more immersive and fun and I want to roleplay as iron man.

That would certainly be something, but no plans currently.

over 5 years ago - /u/BioCamden - Direct link

Originally posted by XxStReeTzxX

Hey Cam! Great job you guys are doing with transparency. I had a quick question about crafting consumables and I wasn’t sure if it’s been answered. Will we be able to craft more than one at a time at launch because currently in the demo you can only do one at a time. Thanks!

Hey Streetz! Not that I am aware of. I believe all crafting is one at a time (consumables included). But I haven’t honestly done it myself since the demo.

over 5 years ago - /u/BioCamden - Direct link

Originally posted by Diribiri

Hopefully more keybind options too? I'd love to be able to stop space bar from cancelling hover, because I impulsively tap it and it's a bit of a pain during combat since I just have to do it.

Cancelling hover I believe is tied to jump, so if you rebind jump off of spacebar it should work.

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by 7Z7-

u/BenIrvo Can you tell us why the "Alt" key (to the left of space) cannot be assigned? I would have liked to use this key to fly over.

I don’t know, I don’t think there is a reason, may be a bug

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by totallytim

Well sadly I won't get to experience these patched controls, since playing the "demo" controls made me quit the game during the first mission. I don't have the time to to put up with developer laziness. Considering the performance and controls PC was clearly an afterthought which made me lose what little interest I had to begin with. Maybe they'll get it right with Anthem 2.

That’s a shame, hopefully you will change your mind when people love the launch PC controls

over 5 years ago - /u/BenIrvo - Direct link

Originally posted by OtterJethro

I cannot get the barrel roll to work on PC. Anyone able to get this working properly?

Push A when you push your evade button (mouse wheel in by default)

over 5 years ago - /u/BioCamden - Direct link

Originally posted by AircoolUK

Good news. Hopefully you can keep refining the system based on future feedback. Whilst I'm comfortable flying around, once combat kicks in, I have trouble controlling my character, often flying into stuff by accident (along with the stun that accompanies the crash), having skills go off in the wrong direction and general confusion. Would also help if we could zoom out during combat as well because even with an ultra-wide screen monitor it's really hard to see what's going on around me.

Still positive though, still positive :)

Hey Aircool! Are you playing on console or PC?

Edit: looks like PC based on the monitor comment. So I think a lot of the PC control updates that we’ve made should address this (for flying and swimming especially). We are also looking into improving casting in cursor direction rather than javelin direction for several gears pieces.

Also investigating FoV settings and what challenges we need to solve there.

about 5 years ago - /u/BioCamden - Direct link

Originally posted by Diribiri

Sorry to jump in with a sort of off-topic thing, but regarding PC controls, is there any possible chance of you guys ever tweaking recoil on PC à la Destiny 2? Feels more like it's designed for an analogue stick with the constant vertical climb, really tiresome to constantly fight with a mouse because it's so different to a controller. You can just tilt an analogue stick and recoil management is great, but with a mouse you have to constantly drag it and re-place it unless you play on a high sensitivity, which many of us don't.

It's hard to explain but it's kind of like control fatigue, sort of. Like it's more work and it's less smooth, y'know? I don't know if it already is different but it doesn't feel like it to me.

Hey Diribiri thanks for the feedback. Yeah this is something that we looked at quite a bit and may need to tune better with more feedback. I have noticed the same thing.

about 5 years ago - /u/BioCamden - Direct link

Originally posted by bigfoot1291

My biggest confusion on this topic is that the game has both physical recoil, as well as reticle bloom recoil. Reticle bloom is really all that's needed on pc because like diri said, fighting against the mouse with heavy physical recoil doesn't convey the same result as it does on a console / controller. See counter strike / destiny 2 for good examples

Not sure what you mean Bigfoot. Counter strike has physical recoil which does require mouse pull down to counteract, though their recoil patterns are predictable and repeatable.

https://youtu.be/wabU0hhTZEM

about 5 years ago - /u/BioCamden - Direct link

Originally posted by bigfoot1291

I suppose it's a bit more nuanced than what I initially was trying to say. A bit hard to explain, but the easiest way I can explain it is say, in CS:GO, the recoil is always trying to re-center itself back to where you started, and yes, if you just hold down fire it will physically recoil. However, even in between each individual shot you can see it fighting to move back. Then when you're out of ammo, the reticle is right back at the original spot you had it before you fired a single shot.

Now, correct me if I'm wrong as I didn't have as much time with the demo as I would have liked (no hard feelings but I've been waiting 14 years for Kingdom Hearts 3 lol), but as far as I can remember, and with gameplay videos, it doesn't seem as if the reticle ever works to re-center when not firing and just leaves off wherever you stop firing. So instead of going from point A, temporarily moving towards point B then returning to point A, it's just going from point A to point B, being wherever you stop firing. Like I said tho please do correct me if any of this info is incorrect since I used most of my time with the demo just with general familiarization rather than nuanced shooting mechanics lol.

All in all, this is fairly minor in the grand scheme of things and regardless, I want to thank you and your team for the original purpose of this thread. Overhauling those flight / aiming mechanics is going to be comparatively huge and can't wait to try out the final product.

Hey thanks for the follow-up! That makes a lot more sense when you explain it that way. I do believe you’re correct ultimately in that our reticle will not return exactly to center. Our recoil curves do have returns though, but it’s not exactly where it was prior to the shot in most cases, especially for automatic weapons. Also no hard feelings! Kingdom Hearts looks awesome :)