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hey_it's_that_dog said:You mean responsive to the player's intentions? My intentions are never to walk in slow motion. The problem for me is that the slowest walk animation isn't subdued enough. It looks like a midspeed walk animation slowed down. I find it to be more difficult to hold the stick in the position necessary to do a realistic walk than it is to do the ultra slow walk. I can get used to it, but again, it's a pointless change from UC2.
But I don't even think this is a big deal. I brought it up because I thought it might have something to do with the aiming problems. There's nothing useful about being able to move the cursor that slowly. And if it's affecting aiming, which I am not saying it definitely is, then that would be a problem.
A lot of games do adopt what you're proposing, and I hate them for it. They intentionally gimp the analog range cause they can't (or don't want to do) more animations, or existing animations may look silly or unrealistic at any given speed. They are effectively sacrificing player control for something purely superficial.