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Uncharted 3: the single-player aiming problems thread [Details in Op, Please Read]

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hamchan said:
That's weird :-/

Either there's a mistake somewhere or a large amount of players are remembering UC2 wrong.

But I popped the disc in because I refused to believe it could be different... and it was for me. Unfortunately, I was reminded why UC2 was so much fun and replayable. I can't imagine the replayability being the same for this one, because of how much I was fighting the controls, although the experience was awesome.
 
Ra1den said:
Nobody at ND thought it felt different? I noticed it the very first time I aimed...and this seems to be the case with most here.

The biggest thing was immediately felt the sensitivity bit. Then there were the rest of the changes which I detailed.


Rez said:
Are you guys at ND actually playing a retail disc? Honest question.

really? you think you'd just load up live code to look at this? :( we're not that lazy or sloppy.
 
Either something really weird is going on or this is the biggest placebo effect ever.

Guess I'll find out tomorrow when I get the game. Or not.
 
Finally got a chance to start single player and I'm not a fan of the aiming. I mean it's OK and I can live with it but it feels like i'm stuck with only vertical and horizontal aiming, so hard to go diagonal...and the dead zone never seems consistent.
 
I just know for a fact that I was playing co-op and had absolutely no issues with the aiming, and when I switched over to single-player, it was completely different.

I've also been experiencing a lot of sound drop-outs, particularly in chapter 17.
 
Ya know, funny thing about U3 is I find myself doing more melee than shooting. But the aiming feels off but tolerable.
 
Bernbaum said:
It seems the issue described in arne's link is not a reflection of what people are experiencing with the aiming in SP ie: 'etch-a-sketch aiming', which sounds like a genuine technical flaw, not a design choice.

I played the pre-release demo and don't recall any issues with aiming. Guess I'll find out when I get home with my copy tonight...

There is no problem. Every person that I talked to (that played the game) that is not on this forum had no idea that this problem existed. The first gun you get sucks, but beyond that the problem is pretty much a result of confirmation bias. Also I can't recall a single review that mentioned this.
 
arne said:
The biggest thing was immediately felt the sensitivity bit. Then there were the rest of the changes which I detailed.




really? you think you'd just load up live code to look at this? :( we're not that lazy or sloppy.
I have absolutely no way of knowing whether or not you guys actually have special versions of the game that vary in any way from what gets put on store shelves! Just trying to rule things out, is all. :p
 
Definity said:
Finally got a chance to start single player and I'm not a fan of the aiming. I mean it's OK and I can live with it but it feels like i'm stuck with only vertical and horizontal aiming, so hard to go diagonal...and the dead zone never seems consistent.
Okay, I've bought my Special Edition of UC3 already, but am gonna hold off on playing it until I'm certain that what's on my disc is what Naughty Dog intended or whether the phenomena documented by members here is a technical flaw present in retail copies that has not been picked up on by ND.

I can wait a few days for that clarification.
 
This problem sounds just like 'angle snapping', some PC gaming mice have it as a feature, I hate it as it makes it harder to move diagonally, here is demonstration, http://www.youtube.com/watch?v=adJnTcdKGaI , first row of circles in being drawn by a regular mouse, the second row is being drawn using a mouse with angle snapping.

Does this seem to be the same problem with UC3's aiming?
 
roman2003h said:
There is no problem. Every person that I talked to (that played the game) that is not on this forum had no idea that this problem existed. The first gun you get sucks, but beyond that the problem is pretty much a result of confirmation bias. Also I can't recall a single review that mentioned this.

Well it's not just GAF, there's also people on gamefaqs mentioning this issue, and naughty dog's official forums too.
 
arne said:
The biggest thing was immediately felt the sensitivity bit. Then there were the rest of the changes which I detailed.
Sorry, but there's nothing sensitive about UC3's controls. It feels like the gun is too heavy and Drake can't move it's arm fast enough to keep up with the enemies.
 
lowrider007 said:
This problem sounds just 'angle snapping', some PC gaming mice have it as a feature, I hate it as it makes it harder to move diagonally, here is demonstration, http://www.youtube.com/watch?v=adJnTcdKGaI , first row of circles in being drawn by a regular mouse, the second row is being drawn using a mouse with angle snapping.

Does this seem to be the same problem with Uncharted's aiming?

See OP. There seem to be multiple issues people are noticing, but since we're not exactly programmers with access to the code, or game designers, it's hard to pinpoint what the deal is. The biggest thing is probably the auto-aim.
 
I actually tried a bunch of different sensitivities, thinking that was the problem, but none of them matched what the aiming felt like on Uncharted 2.
 
roman2003h said:
There is no problem. Every person that I talked to (that played the game) that is not on this forum had no idea that this problem existed. The first gun you get sucks, but beyond that the problem is pretty much a result of confirmation bias. Also I can't recall a single review that mentioned this.

Therein lies the flaw to your argument.

It's like if I were to say "Every person that has mentioned the problem in this thread has confirmed the problem exists" Just because you or those that you talked to can not confirm this behavior, that is not enough to discredit the existence of the problem.
 
gogogow said:
Sorry, but there's nothing sensitive about UC3's controls. It feels like the gun is too heavy and Drake can't move it's arm fast enough to keep up with the enemies.

enemies can be faster in U3 than in U2.



Bernbaum said:
Okay, I've bought my Special Edition of UC3 already, but am gonna hold off on playing it until I'm certain that what's on my disc is what Naughty Dog intended or whether the phenomena documented by members here is a technical flaw present in retail copies that has not been picked up on by ND.

I can wait a few days for that clarification.

wouldn't it be just play normally and decide for yourself (without trying to play and dissect the aiming during your playthrough?).


There's been some other comments - you do start of with worse guns, accuracy is lower on some guns, etc.

The biggest thing, which we were trying to say is, in U2, you had no way of knowing when you actually missed. With U3, we added it so it was much easier to tell if you hit or missed a target. You don't hit or miss that different from U2, but now you do know when you miss. So it's much more in your face.
 
VanWinkle said:
I actually tried a bunch of different sensitivities, thinking that was the problem, but none of them matched what the aiming felt like on Uncharted 2.
With other games the sensitivity slider usually makes a huge difference. All the way to the right usually means the reticule would move way too fast to be comfortable (for me at least), but with UC3 the slider allmost doesn't do anything. The difference is too small.
 
arne said:
That's the ONLY thing that's different, plus the sentence i'm about to add in, which is that we ADDED sensitivity to the aiming. With Uncharted 2 it was pretty much guaranteed you would aim in one of the eight directions and it was hard to deviate from that (imagine it being almost like a traditional 8-way arcade stick). With Uncharted 3, you can deviate from the straight path from each of the 8 directions much easier and more precisely.

Apart from what's in the post and what I just wrote above, we went back and looked at the code and the values for aiming, side by side, between U2 and U3 and they are IDENTICAL.


Granted I have not played uc3, however coming from a game programmers perspective, it sounds like both UC2 and UC3 are treating the X and Y axis independently, which creates a cross shaped deadzone instead of a circular one. Shawn Hargreaves has a good blog post about exactly this topic here:

http://blogs.msdn.com/b/shawnhar/archive/2007/03/28/gamepads-suck.aspx

It seems like the default increased sensitivity in UC3 has just made it more noticeable.
 
hamchan said:
Well it's not just GAF, there's also people on gamefaqs mentioning this issue, and naughty dog's official forums too.

I would bet a significant amount of money that it's the same people. Just look at this thread. :) I guess it is possible that aiming is somewhat different, but nothing that should in any way impact your experience. You could always run and gun in this game as well. There's crazy amount of auto aim while running and gunning in this game.

And I'm not just defending the game for the hell of it. I think I also prefer Uncharted 2, but some of my favorite parts of U3 were shooting scenarios and I did not have any problems with them. In fact I was doing way crazier shit than in U2. And anyone that is saying that shooting in U1 was better than in U3 is just crazy. (I played all 3 games over the past two weeks)
 
roman2003h said:
I would bet a significant amount of money that it's the same people. Just look at this thread. :) I guess it is possible that aiming is somewhat different, but nothing that should in any way impact your experience. You could always run and gun in this game as well. There's crazy amount of auto aim while running and gunning in this game.

And I'm not just defending the game for the hell of it. I think I also prefer Uncharted 2, but some of my favorite parts of U3 were shooting scenarios and I did not have any problems with them. In fact I was doing way crazier shit than in U2. And anyone that is saying that shooting in U1 was better than in U3 is just crazy. (I played all 3 games over the past two weeks)

The aiming was more responsive in UC1 than in UC3, there I'm crazy.
 
lowrider007 said:
This problem sounds just like 'angle snapping', some PC gaming mice have it as a feature, I hate it as it makes it harder to move diagonally, here is demonstration, http://www.youtube.com/watch?v=adJnTcdKGaI , first row of circles in being drawn by a regular mouse, the second row is being drawn using a mouse with angle snapping.

Does this seem to be the same problem with UC3's aiming?
Yeah, it's angle snapping, but to a serious degree. I'd say that in each of the 4 cardinal directions, there's roughly a 30-45 degree arc where diagonals don't register.
 
SublimeO12 said:
Granted I have not played uc3, however coming from a game programmers perspective, it sounds like both UC2 and UC3 are treating the X and Y axis independently, which creates a cross shaped deadzone instead of a circular one. Shawn Hargreaves has a good blog post about exactly this topic here:

http://blogs.msdn.com/b/shawnhar/archive/2007/03/28/gamepads-suck.aspx

It seems like the default increased sensitivity in UC3 has just made it more noticeable.
That sounds like a reasonable explanation.
 
TheExodu5 said:
Yeah, it's angle snapping, but to a serious degree. I'd say that in each of the 4 cardinal directions, there's roughly a 30-45 degree arc where diagonals don't register.

The game is forcing you to in aim in one direction far longer than you would like, it doesn't snap off when desired.
 
kneePat said:
The aiming was more responsive in UC1 than in UC3, there I'm crazy.

I agree with this too and I also played UC1 a couple of weeks ago. Not talking about the whole shooting experience but specifically the aiming.
 
kneePat said:
The aiming was more responsive in UC1 than in UC3, there I'm crazy.
I seriously have no idea what ND do to the controls, but the aiming is just not as smooth as UC1 or 2.

arne said:
There's been some other comments - you do start of with worse guns, accuracy is lower on some guns, etc.
I don't think accuracy of guns have anything to do with how smooth the aiming is.
 
roman2003h said:
I would bet a significant amount of money that it's the same people. Just look at this thread. :) I guess it is possible that aiming is somewhat different, but nothing that should in any way impact your experience. You could always run and gun in this game as well. There's crazy amount of auto aim while running and gunning in this game.

And I'm not just defending the game for the hell of it. I think I also prefer Uncharted 2, but some of my favorite parts of U3 were shooting scenarios and I did not have any problems with them. In fact I was doing way crazier shit than in U2. And anyone that is saying that shooting in U1 was better than in U3 is just crazy. (I played all 3 games over the past two weeks)

Look, the aiming has been changed in U3, Arne has confirmed that.

A huge number of people across the internet are reporting noticing poor aiming controls, and many are stating they noticed them the FIRST time they tried aiming.

It is well worth investigating if the changes ND made (to the sensitivity, for instance, as Sublime012 above pointed out, or something else) could be causing this problem so many are experiencing.
 
Thanks for the explanation arne, will you guys be addressing the motion blur issue as well? Could that be patched in eventually? or is it too late?
 
kneePat said:
The aiming was more responsive in UC1 than in UC3, there I'm crazy.

What does that even mean? I was saying that shooting is way better in U3 than in U1. Are you saying that shooting was better in U1?
 
I find it odd to be told by ND that the default sensitivity in U3 is higher than it was in U2, because the moment I started aiming the first gun in the game I got an overwhelming sensation of the exact opposite.
 
I don't know what you guys are talking about. I had no issues with the shooting in UC3. I did notice that the enemies run a lot faster and maybe that's why some people think the controls are off.
 
TheExodu5 said:
That sounds like a reasonable explanation.

If there's a range of inputs around pure vertical/horizontal that dont register as diagonal, it's for sure a cross shaped deadzone problem. Aiming in shooters should always be circular deadzone.
 
TheExodu5 said:
Yeah, it's angle snapping, but to a serious degree. I'd say that in each of the 4 cardinal directions, there's roughly a 30-45 degree arc where diagonals don't register.

I thought so, it sounded exactly like it from some peoples descriptions, as you may already know some gaming mice do it as it's supposed to help you have better 'assisted' control over the X and Y axis but is a pain when you want to make fine adjustments diagonally.
 
arne said:
wouldn't it be just play normally and decide for yourself (without trying to play and dissect the aiming during your playthrough?).
I've been looking forward to this game for a while and will happily give you the benefit of the doubt.

Members here have a done a good job of describing what they perceive to be an issue - 'angle-snapping' and the size of the deadzone. Having not played the game outside of the industry demo, it sounds like I'll just have to see how I go with the default settings and then try twiddling with the sensitivity.
 
Ra1den said:
Look, the aiming has been changed in U3, Arne has confirmed that.

A huge number of people across the internet are reporting noticing poor aiming controls, and many are stating they noticed them the FIRST time they tried aiming.

It is well worth investigating if the changes ND made (to the sensitivity, for instance, as the poster above pointed out, or something else) could be causing this problem so many are experiencing.

And even more people have not noticed it. :) Not a single reviewer did either. :)

P. S. I need to get out of this thread. But I can't. I get pissed when people overact to stupid things that don't matter and then I overreact to them overreacting :)
 
So people that are having this problem: Did you ever feel like the same thing happened in a version of the beta?

I know that video posted around here showed something with sniper rifles but I feel like the aiming issue was happening to me when I started the subway beta and it's pretty lame that it is in single player too.
 
hamchan said:
I agree with this too and I also played UC1 a couple of weeks ago. Not talking about the whole shooting experience but specifically the aiming.

If the problem was that huge wouldn't it make overall shooting experience worse?
 
First BF3 with the PS3 aiming (which suxorz) and now UC3? I'm picking up my copy tomorrow too. I'm in the Northeast and we just got hit with that crazy storm and my power JUST came back on after 5 days and I come on to see this news? :(
 
SublimeO12 said:
If there's a range of inputs around pure vertical/horizontal that dont register as diagonal, it's for sure a cross shaped deadzone problem. Aiming in shooters should always be circular deadzone.

This sounds very much like what could be happening, but I am not quite following you as to why increasing the sensitivity would exacerbate this problem.
 
arne said:
Apart from what's in the post and what I just wrote above, we went back and looked at the code and the values for aiming, side by side, between U2 and U3 and they are IDENTICAL.
Yeah! Also, you're on crack! /demize

;)

I'll see if I have any issue when playing Crushing.
 
roman2003h said:
What does that even mean? I was saying that shooting is way better in U3 than in U1. Are you saying that shooting was better in U1?

HERE:

The aiming (moving analog sticks to position a cross hair on an intended target) was more responsive (quicker, easier, more accurate and precise, and allowed me to execute my plan more reliably) in UC1 (the first game) than in UC3 (the third game), there I'm crazy.

Hope you understand.
 
roman2003h said:
What does that even mean? I was saying that shooting is way better in U3 than in U1. Are you saying that shooting was better in U1?

He's saying the aiming is better in UC1, which is what this topic is about, the smoothness and the player's ability to control where the crosshair is.

If you want to consider the other parts of shooting then UC3 is probably better because it doesn't have annoying bullet sponge enemies, better AI, better and more varied guns etc etc.
 
SublimeO12 said:
If there's a range of inputs around pure vertical/horizontal that dont register as diagonal, it's for sure a cross shaped deadzone problem. Aiming in shooters should always be circular deadzone.
Yup, that's the issue. (sorry about double post...damn iPhone D:).
 
kneePat said:
This is what it means:

The aiming (moving analog sticks to position a cross hair on an intended target) was more responsive (quicker, easier, more accurate and precise, and allowed me to execute my plan more reliably) in UC1 (the first game) than in UC3 (the third game), there I'm crazy.

So does this huge issue make overall shooting experience worse in U3 than U1?
 
Beelzeboss said:
So people that are having this problem: Did you ever feel like the same thing happened in a version of the beta?

I know that video posted around here showed something with sniper rifles but I feel like the aiming issue was happening to me when I started the subway beta and it's pretty lame that it is in single player too.

Yeah, some of it is like the sticky aim the snipers have.

http://www.youtube.com/watch?v=Ztxhs255MmE#t=6m30s

Here's a good shot of that. I'm okay with MP aiming aside from this, but SP is in a whole other realm of being unpleasant to control.
 
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