#1
Posted October 27 2012 - 07:49 PM
Here's a video showing what Negative Mouse Acceleration is:
Team Fortress 2 had this problem until they added the option to allow raw mouse input, this could be an easy fix for Hawken.
#2
Posted October 27 2012 - 07:50 PM
Sounds like a bug if it wasn't intended.
#3
Posted October 27 2012 - 07:58 PM
#4
Posted October 27 2012 - 08:26 PM
#5
Posted October 27 2012 - 09:10 PM
#6
Posted October 28 2012 - 01:20 PM
Immie, on October 27 2012 - 09:10 PM, said:
If there's a max turning speed then what should happen is that swiping your mouse across as fast as possible should yield the same effect as moving your mouse as fast as the actual turning speed.
What's happening is that moving the mouse slowly turns your mech faster than rapid mouse movements as seen in the video.
#7
Posted October 28 2012 - 03:12 PM
Please make a toggle for any kind of acceleration, if you really want to keep it.
#8
Posted October 29 2012 - 07:29 AM
#9
Posted October 29 2012 - 03:30 PM
Myxa, on October 29 2012 - 07:29 AM, said:
Yup it's still in the beta and it hasn't been fixed yet.
Edited by Duran_Duran, October 29 2012 - 03:30 PM.
#10
Posted November 09 2012 - 05:35 AM
#11
Posted November 28 2012 - 08:36 PM
A lot of people mistake this for negative mouse acceleration. In fact, when you flick your mouse to the side quickly you are indeed turning at the max speed cap, however you are only turning for a short moment because your mouse move was so fast (it ended quickly). When you move the mouse slower you can still turn at that same max speed cap, but you will be able to continue turning much farther because you're moving the mouse for a longer period of time.
You aren't being punished for moving your mouse faster, the mechs simply can't turn that fast and will stop turning when your mouse isn't moving. We tested having the mech "remember" your mouse movement and attempt to "catch up" to that motion, but this made the controls feel laggy and unresponsive. It was also a bit nauseating for a lot of people.
Hope that clears up some confusion.
P.S. - I personally asked an engineer to check on this based off the feedback from older threads. He looked into the code extensively and the info above is based off his testing. We even added a turn speed indicator to the hud for the Open Beta build of the game. You can see when you've hit the max speed cap now. The speed cap is hit right away with quick mouse movements and then drops off instantly. If you try moving your mouse very fast for a longer period of time (like dragging it quickly across the whole length of your desk) it's very difficult to not mix in up and down aim movement rather than just turning. I think this gives the impression that you just can't turn as fast as when you move the mouse slowly.
#12
Posted November 30 2012 - 08:08 PM
Still, the reason we call it "negative acceleration" is because it feels this way.
The difference between when that limitation is not in effect, and when it kicks in, is quite unsettling.
If we look at the "competition", MechWarrior Online is doing it the right way:
While it does seem to have mouse acceleration/speed limitation, the system doesn't feel like it's holding you back (whether you want to take the reticle into account).
It's actually quite funny, since MWO is a simulation (as opposed to Hawken which is arcade), and so in that regard it's supposedly much more realistic (to sum it up: you're pushing too far that "realism" envelop where it doesn't fully belong).
The way I think that limitation works in MWO (or at least the way I think Hawken should work) might be that when you're not going above the define acceleration threshold... obviously nothing is happening.
When you get above that threshold, though, you are now operating within a specific (read: short and defined) acceleration window.
So instead of having the same in-game speed all the way through the "hardware" acceleration (which I referred to as holding back the player), we have a small acceleration (which is the same for everyone, and thus hard-coded) which doesn't hold back.
The (not-so-obvious) advantage is that while the player does feel that small acceleration, he'd have most likely ended his (mouse) movement when the absolute limiter kicks in, which means no frustration (give MWO a try, if only for that acceleration system, it'll speak volume).
#13
Posted December 05 2012 - 09:21 AM
#14
Posted December 09 2012 - 12:59 PM
Karboxyd, on December 05 2012 - 09:21 AM, said:
Let's hope at least game's extremely bad performance when it comes to framerate and FPS be fixed. They have less than 3 days to give us a playable stuff.
Cheers.
#15
Posted December 10 2012 - 09:23 AM
Saint_The_Judge, on December 09 2012 - 12:59 PM, said:
I've been aboard since Alpha 2, and I doubtly will be breaking any Alpha NDA by saying it's been the same since then...
#16
Posted December 11 2012 - 07:28 AM
Then, after some replies and even another thread about the same problem (not started by me), I said they wouldn't change mouse behaviour. AJK (a flooder around here) even made a joke "-a little birdie told you that_" type. I then told him/her my experience did.
That's it. They called NMA a sweet name and closed the book. Personally, I'm playing it again just when I'm sure at least the terrible 10 fps issue is gone. But all that anticipation I've had for almost 1 year became a disappointment. Hawken is not a shade of what promo videos made me think.
Also tagged with one or more of these keywords: Beta
Med Lab →
Website & Forums →
Remember MeStarted by CapAllan , Oct 23 2014 Beta, Community, Forum, Patch and 2 more... |
|
|
||
Colony Hub →
Clan Hall →
bEastsStarted by CapAllan , Oct 13 2014 Announcement, Beta, Clan and 3 more... |
|
|
||
Colony Hub →
Suggestions →
Lava Rig - New Map IdeaStarted by CapAllan , Sep 18 2014 Beta, Forum, Game, Patch, Update |
|
|
||
Colony Hub →
Polls →
Poll Story In-GameStarted by CapAllan , Sep 06 2014 Art, Beta, Community, Event and 6 more... |
|
|
||
Cantina →
Off-Topic →
Mighty No. 9 Beta gameplayStarted by XPloyt , Sep 01 2014 Beta, Game, Introduction, Video |
|
|
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users