|
Member
(05-04-2012, 12:08 PM)
|
#52
Obviously, it's not true for every FF enabled device. Vibration in Move or Wiimote are a joke and add nothing to the experience. DSIII and the 360 controller feel a lot better. |
|
Member
(05-04-2012, 12:14 PM)
|
#55
No thanks, and not because I'm against varied input devices either, I own or have owned Move, Wii, and Kinect. I've had flight sticks, mouse balls, various mice with various button layouts, various keyboards. I can honestly say I don't want my mouse or keyboard to rumble and I can't imagine anybody above the age of 10 wanting it either.
|
|
Member
(05-04-2012, 12:17 PM)
|
#56
|
|
Member
(05-04-2012, 12:28 PM)
|
#62
Optics and lasers clearly won out in the mice space and that's why the haptic mice prototypes from over a decade ago died. The mouse morphed into superior form and there was no place for something that made things spaz for no reason. You mean F. FF is force feedback. Rumble is not force feedback. It's spastic rumble. In order to qualify for force feedback, force is required (see force feedback wheels, flight sticks, or the noving falcon).
Last edited by 1-D_FTW; 05-04-2012 at 12:31 PM.
|
|
Member
(05-04-2012, 12:29 PM)
|
#63
@flyinpiranha Like I said before, high precision isn't the first priority for me. It's immersion and being able to "feel" the game, even if it's just in a very basic way, adds more immersion for me than high precision. If you are used to playing a game with rumble/FF and you play it without it afterwards, you will maybe understand what I mean. It feels somewhat "lightweight" and disconnected. Sure, you can get used to it to the point where rumble doesn't matter much anymore - but does it make things better? I do understand that this is highely subjective, but at least you could be so nice not telling me I'm a kid because I do like FF. Just imagine what would've happened if Phil back then said: "So, rumble is only interesting for kids under the age of 10. We took it out because we are aiming at 24+." Funny thought. |
|
Member
(05-04-2012, 12:33 PM)
|
#67
I wouldn't be surprised if something like this was attempted at in the late '90s to early 2000s. Seems like they were trying at everything for PCs during that era. Incidentally, it is a shame the iSmell never came out, I was actually looking forward to trying that.
|
|
Member
(05-04-2012, 12:34 PM)
|
#68
Exactly, yes. In games where it's implemented well it really does add to the feeling of shooting a gun or f.e. falling against a wall etc. - it even can be part of the gameplay (racing game, the curbs or corrugations in road surface). I do think that adds a lot but to each his own.
|
|
Member
(05-04-2012, 12:44 PM)
|
#69
It's natural that gamers want that carried over to games. It keeps things balanced by making there be tradeoffs. Having your cursor jump because the high precision laser is being fucked with would simply cause everyone not named Thakier to return their defective mouse to the store. Touchsense had prototypes before any of the consoles had rumble in the controllers. It seems to have died with the death of analog mouses. Optics and laser don't need things spazzing things out.
Last edited by 1-D_FTW; 05-04-2012 at 12:46 PM.
|
|
Member
(05-04-2012, 12:47 PM)
|
#70
This is some of the worst logic I have ever seen
|
|
Junior Member
(05-04-2012, 12:48 PM)
|
#71
Honestly I think UI recoil is all we need here. |
|
Member
(05-04-2012, 12:48 PM)
|
#72
If high precision isn't your strong point I'm unsure as why you don't choose to use a 360 controller or something similar on the PC? You get your rumble that way and personally I think it would 'feel' a lot better than holding a shaking mouse because for the most part (for me anyway) my whole hand isn't usually encased around the mouse, it's usually just my fingertips and sometimes my palm. I don't grip the mouse like a controller, it would be like haptic feedback on my Android which I immediately turned off. So the rumble would just be like touching something that rumbles, not actually holding it and getting the feel of a vibration. I also feel having it on a hard surface such as a mousepad would negate a lot of the feedback as it's not just working in your hands, it's working against a large solid object. I just don't see the reasoning behind forcing a certain technology into something that would make it worse and wouldn't work that well because of the limited way of holding it. I'd just use a controller on my PC, the 360 controller pairs awesomely with it and is supported by quite a few games. |
|
Member
(05-04-2012, 01:00 PM)
|
#74
I didn't came into the thread to discuss if it's possible and how, I'm not an engineer and yeah, I do see the potential problems. But then we can fly to the moon, so it should be possible for someone to find a valid and working method to add FF in a *competent* way to a mouse/key setup. I'm just missing the awesome feeling of shooting a gun in *some* console shooters, which, that's my thought, feels way more heavy, real and immersive because of the way rumble is used.
|
|
Member
(05-04-2012, 01:10 PM)
|
#79
Obviously I wouldn't want that and that wasn't what I had in mind when I asked the question. It would be an engineers job to figure out how to do it with a proper feedback and no noise.
|
|
Member
(05-04-2012, 01:11 PM)
|
#80
Adding force feedback to a steering wheel makes sense because it makes it more realistic. In real life, you use a similar device to drive a car. But moving a mouse on a table has nothing to do with aiming a gun in real life. Adding force feedback doesn't make it more realistic, because it's not realistic to begin with. It could be a good idea in light gun shooters, though, and I think some games already use it.
|
|
Member
(05-04-2012, 01:17 PM)
|
They did release a touchsense... and it was ball and rollers
#81
http://www.amazon.co.uk/Nostromo-Tou.../dp/B00005U2DY
One of those touchsense mice actually made it to market. And as expected, it was old school and not optical. |
|
Member
(05-04-2012, 01:19 PM)
|
#82
When I'd hear her come downstairs I'd quickly pause the game and open a book or pretend I'm asleep. one time I forgot to pause my game and that fuckkng huge ass n64 rumble pack went off and I got grounded no games for a month yo Fuck rumble |
|
Member
(05-04-2012, 01:31 PM)
|
#86
YOUR MOUSE WOULD LITERALLY SPAZ ON THE SCREEN. It would not be immersive, it would be like playing with a broken laser. |
|
I need some paprika
Official moneylender of the Coalition of Muslim Drug Dealers (05-04-2012, 01:32 PM)
|
#87
Well they both are pretty different materials, a mousepad and a xbox 360 controller.. lol
|
|
Member
(05-04-2012, 01:36 PM)
|
#88
Well, like I clearly stated 4 to 5 times now: I'd value a way to "feel" the game over precision anytime. To each his own I guess.
|
|
Not actually that important
(05-04-2012, 01:45 PM)
|
#89
|
|
60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(05-04-2012, 01:45 PM)
|
#90
A buddy of mine replaced the stick in one of his G13s with a 360 stick and it feels wonderful. Such control should become more common in the PC space. I love using the mouse, but keyboard movement sucks. It's a shame most PC products are designed for "HARDCORE MULTIPLAYER" games as I simply don't enjoy competitive multiplayer anymore and have no interest in getting the edge. I simply want products that enhance my single player experience.
Last edited by dark10x; 05-04-2012 at 01:47 PM.
|
|
Not actually that important
(05-04-2012, 01:49 PM)
|
#94
Btw, I would like the idea of rumble in mouse gaming even tho 95% of games have a terrible implementation of rumble and it doesn't help all of three current gen consoles don't have good rumble effects for their pads.
Problem would be with the table and awful vibrations, but you guys shouldn't think a strong farting X360 pad like effect, but something much more subtle. I would add a smooth rumble effect, only to the top left and top right buttons of the mouse instead of the whole thing.
Originally Posted by Ookami-kun:
Last edited by Dash Kappei; 05-04-2012 at 01:52 PM.
|
|
Member
(05-04-2012, 01:57 PM)
|
#95
My dream controller would be Valve releasing a Navigator like device that had a biofeedback membrane. The downside would be compatibility. A lot of games today are abandoning dual controller/mouse support and making you pick one or the other. |
|
Member
(05-04-2012, 02:09 PM)
|
#98
I want controllers and mice that feel like guns with the triggers and handles.
Also, force feedback in a game like BF3 with a vibrating mouse could work. It would yank left and right in the same manner as the weapon in the game. Could actually benefit in some cases. Also, what mousepads are you guys using? Nothing vibrates through my Qpad. |
|
Member
(05-04-2012, 02:20 PM)
|
#99
Too bad and a bit surprising that the 3DS and Vita don't have rumble, phones do use rumble in games. |
|
60 fps 60 fps 60 fps 60 fps 30 fps 60 fps 60 fps
(05-04-2012, 02:22 PM)
|
#100
Besides, something like this offers plenty of buttons AND an analog stick. ![]() If we could get a perfected version of this I would be thrilled. |