tripleWRECK
Member
arne said:but that's what we did. and then we checked the code too to make sure.
Then perhaps the code can be tweaked to be modeled off UC2?
arne said:but that's what we did. and then we checked the code too to make sure.
hamchan said:That's weird :-/
Either there's a mistake somewhere or a large amount of players are remembering UC2 wrong.
arne said:but that's what we did. and then we checked the code too to make sure.
That's what I want to know. I recognize members here from both PAL and NTSC regions.Rez said:Are you guys at ND actually playing a retail disc? Honest question.
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.
Rez said:Are you guys at ND actually playing a retail disc? Honest question.
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...
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.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.
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.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.
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.
Wario64 said:Too many goddamn Uncharted threads.
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.arne said:The biggest thing was immediately felt the sensitivity bit. Then there were the rest of the changes which I detailed.
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?
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.
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.
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.
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.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.
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.
arne said:enemies can be faster in U3 than in U2.
hamchan said:Well it's not just GAF, there's also people on gamefaqs mentioning this issue, and naughty dog's official forums too.
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)
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.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?
That sounds like a reasonable explanation.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.
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.
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.kneePat said:The aiming was more responsive in UC1 than in UC3, there I'm crazy.
I don't think accuracy of guns have anything to do with how smooth the aiming is.arne said:There's been some other comments - you do start of with worse guns, accuracy is lower on some guns, etc.
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)
kneePat said:The aiming was more responsive in UC1 than in UC3, there I'm crazy.
TheExodu5 said: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.
I've been looking forward to this game for a while and will happily give you the benefit of the doubt.arne said:wouldn't it be just play normally and decide for yourself (without trying to play and dissect the aiming during your playthrough?).
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.
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.
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.
Yeah! Also, you're on crack! /demizearne 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.
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?
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?
Yup, that's the issue. (sorry about double post...damn iPhone DSublimeO12 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.
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.
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.