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Writing a dinosaur space opera symphony
(05-04-2012, 12:20 AM)
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#204
This is nothing new; stylus-based shooters have been seen on the DS for years. It's not a new idea. This game just makes the most comprehensive attempt to design a robust game around using the stylus as a mouse for aiming. |
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Member
(05-04-2012, 12:22 AM)
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#206
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Member
(05-04-2012, 12:22 AM)
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#207
I have the stand and I think is shit for the game, however its awesome for colors! 3D.
BUT I have no problem with ground controls, in fact i found them perfect (the only thing I would change is that the Pit cant fall a ledge while he is attacking or dodging, like many action platfroming games do). In fact I think people that used the control pad pro (if it could be used) in multiplayer will get their ass kicked by people using the stylus. I found worse, more fustrating and boring the flying sections at very high levels though, and I prefer them in games like Star Fox and Sin & Punishment. Apart from having epic movements and action in Kid Icarus, I found the rails sections of those two games much better in a gameplay point of view. |
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Banned
(05-04-2012, 12:24 AM)
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#208
You want him to change the entire pacing of the game to appease you non-adaptive "gamers"? |
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Member
(05-04-2012, 12:25 AM)
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#209
Execution.
Universally, how many people do you find on threads around here complaining about dual analog? If I'm self conscious about what my hands are doing while playing a game as a result of discomfort, pain etc, it distracts from the experience. I shouldn't be asked or forced to "adapt". All that should matter is how I adapt to what's on screen, not what's in my hands. People should be talking about the game but the controls get more attention here. There isn't a single hive mind out there that passed texts messages and decided that a portion of the gaming community should bitch about controls. It's one thing to say you had absolutely no problems adapting to a games unconventional controls. It's an entirely different matter to say there's nothing wrong with them when other people are contradicting your (general...not you you) opinion that you pass off as facts. And Vice versa, to be fair. There is no absolute in the matter but to say the controls are controversial and are not universally liked. I would think devs want as many people as possible to enjoy their games though
Last edited by SomewhatGroovy; 05-04-2012 at 12:31 AM.
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Member
(05-04-2012, 12:26 AM)
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#210
That's where the CPP came in handy for me. Much more comfortable using the ZL button and I didn't have to worry about breaking my systems L button.
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Member
(05-04-2012, 12:30 AM)
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#212
Again, I loved the controls from Chapter 1. But we can do better than this. |
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Member
(05-04-2012, 12:31 AM)
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#213
Sorry to hear that fella, but I'm glad Sakurai wasn't willing to compromise the pace of the game for people who can't let go of dual analog. For those who realize how much pointer aiming adds to shooters, it just made it all the better.
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Member
(05-04-2012, 12:32 AM)
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#214
It's not like the game shipped with absolutely no control options. It's got more than the large majority of games this year, save the PC. |
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Member
(05-04-2012, 12:33 AM)
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#215
Still confused by how it's technically impossible to add the dual analogue support.
U can control pit already with the left slider in regular mode, and u can use the slider pad to aim when u use the facebuttons to control Pit. I don't see any technical hurdle to patch the game in combining those 2 for proper DA on the CPP. |
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Member
(05-04-2012, 12:33 AM)
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#216
The game would have been perfect if it allowed you to pick the stylus in the shooter segments (as it does) and then utilize the second analog for the ground portions. The screen on the 3DS is much too tiny to make wide movements in a large 3D space. Having to make multiple swipes to turn 180 degrees is fucking ridiculous. If anything that is what disrupts this 'pacing' issue.
Last edited by SomewhatGroovy; 05-04-2012 at 12:37 AM.
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Member
(05-04-2012, 12:36 AM)
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#219
I don't know if you've noticed or not, but the entire game is a shooter section. I wasn't referring to the flying sections specifically.
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Member
(05-04-2012, 12:36 AM)
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#220
This. It's not that the pointer isn't precise. Obivously it's way more precise than a thumbstick. It's that my hand hurts like a motherfucker after one or two levels.
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Member
(05-04-2012, 12:37 AM)
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#221
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Member
(05-04-2012, 12:37 AM)
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#222
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Member
(05-04-2012, 12:39 AM)
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#224
I played that too, and I deemed it too uncomfortable for me to keep playing. The card never came out of the box ever since. |
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Member
(05-04-2012, 12:40 AM)
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#225
It's an embarrassment that you simply can't get the CCP in America. I've been trying for months, but I'm not going to pay a 250% markup. Gamespot says they'll have some in July... As a left-hander, this game is really difficult to control. Using the face buttons is just not accurate, and is quite uncomfortable. I guess I can't comment about how well the controls work under optimal circumstances, but I've had a terrible time with them, though I do really like the game overall.
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Member
(05-04-2012, 12:42 AM)
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#226
I just described why ground segment pacing is already compromised and could only be improved. Having to make multiple swipes on a 3 inch (?) screen to view a 3D space is absolutely absurd. It adds nothing to the gameplay or immersion and as such, need not be there. By comparison, I would have just held the second stick left or right until I reached my intended view.
Last edited by SomewhatGroovy; 05-04-2012 at 12:44 AM.
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Bish loves my games!
(05-04-2012, 12:43 AM)
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#227
ITT the controls worked for me therefore they are fine for everyone.
I've played a few hours and really can't get the hang. Flying and shooting feels like rubbing my head and patting my tummy I'd love second analog support. Not that it matters since I can't even buy a CCP right now. |
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Member
(05-04-2012, 12:43 AM)
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#228
Seriously though, Gamestop says they will have the CPP back in stock in 4 days. |
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Member
(05-04-2012, 12:46 AM)
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#229
The man is right.
It DOES take some time getting used to, but then, oh yeah, it's awesome. Of course you need to experiment a little with the way you hold the 3DS, but that's the problem when you dont have a third hand. I've also heard good things about using a 3DS wheel (the one for MK7), to make holding and reaching the shooting button more comfortable.
Last edited by Mlatador; 05-04-2012 at 12:48 AM.
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Member
(05-04-2012, 12:47 AM)
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#230
My first assumption at that statement was that it's easier to simply treat both sticks as the same thing than receiving inputs from both. The fact that the CPP has to communicate through an IR port might mean slightly slower processing on those inputs that could compromise the speed of the game. An analog stick also requires more in-depth interpretation than buttons...how far the stick has been pressed and which direction of 360 degrees. More data to work with plus slower communication method plus an already fast-paced, system-taxing game...I could see it happening. |
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(05-04-2012, 12:48 AM)
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#231
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Member
(05-04-2012, 12:48 AM)
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#232
I do this. Works great. :) Though my pinky rests more near the R trigger.
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Member
(05-04-2012, 12:51 AM)
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#233
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Member
(05-04-2012, 12:52 AM)
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#235
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Junior Member
(05-04-2012, 12:53 AM)
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#237
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Member
(05-04-2012, 12:53 AM)
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#238
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Member
(05-04-2012, 12:54 AM)
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#239
If he wanted this game to be played with dual analog sticks, then he wouldn't have included the stand, and it would have cpp controls. |
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Member
(05-04-2012, 12:58 AM)
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#241
The controls do cramp up my left hand after an hour or so of play, but I shockingly really love them regardless of that. The speed and accuracy are pretty damn great. A cramp is a trade off I'm willing to make to play this game.
A game in this series for Wii U with pointer controls would be to die for.
Last edited by TheLastCandle; 05-04-2012 at 01:11 AM.
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Member
(05-04-2012, 01:00 AM)
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#243
Oh shit, I forgot about that! That's how I played MP:Hunters. Too bad mine is across the country right now, but I guess I could rig something up and see if it works.
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Member
(05-04-2012, 01:02 AM)
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#244
So aren't you saying he included the stand because the game needed it to work well with the control scheme he chose?
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Member
(05-04-2012, 01:03 AM)
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#245
I think people comfortable with using mouse controls are perhaps the ones more inclined to be able to adapt to touch controls. |
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Member
(05-04-2012, 01:04 AM)
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#246
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Member
(05-04-2012, 01:05 AM)
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#247
Quantity over quality is clearly the way to go. It's all about babying non-adaptive gamers in any you can for the sales!
Last edited by Marlowe89; 05-05-2012 at 06:28 AM.
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Member
(05-04-2012, 01:05 AM)
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#248
I have been using a mouse since Windows 3.1, so 20 years I guess. A mouse has many purposes and I didn't use computers for gaming until Windows 95 and at that time I had been using controllers for well over a decade.
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Member
(05-04-2012, 01:06 AM)
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#249
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