Adjustable character-speed


(Volcano) #21

I shall test this theory Iwound and get back to you :stuck_out_tongue:


(Fluffy_gIMp) #22

It’s an interesting topic, I do have a bunch of friends that can’t play FPS’s at all, so it would be good to get to the bottom of what does help reduce your simulation sickness.

The quick test for movement speed in the short term would be to move around crouched to see if it helped :slight_smile:


(.FROST.) #23

[QUOTE=Fluffy_gIMp;454542]It’s an interesting topic, I do have a bunch of friends that can’t play FPS’s at all, so it would be good to get to the bottom of what does help reduce your simulation sickness.

The quick test for movement speed in the short term would be to move around crouched to see if it helped :)[/QUOTE]

Very cool, thnx for your reply Fluffy. I’m allways happy to get positive replys on that specific topic; of course not only when it comes from the devs, but that in particular shows me that you guys didn’t allready wrote me off as a whiny forum troll:wink:

But really, not being able to play FPS at all would be nightmare for me. I think I can consider myself happy, that my sickness doesn’t kick in with every FPS I’m playing. And when I’m not overdoing it I’m even fine with DB. It really depends(as I’ve said so many times before); I can be tired as f**** and still be able to play 5-6 matches without any noticeable negative effects, but I can also feel fresh like I’d have slept 10hrs before and drank two strong coffees afterwards, and a single match would force me to stop playing and to recover for the next 2hours, or so. Of course most of the time it’s the other way around, but under the bottom line this sickness/headache thing is very unpredictable.

And as for the crouch advice:wink:, I’d have to crouch for the duration of entire matches, to see if that changes something, or not. Usually I’m not getting instantly sick, usually! Most of the time it’s like, I’m feeling uncomfortable, then I’d stop playing, and then I may recover, or it’s getting worse. When I’m exceeding the point, where I know I should call it a day, too much, I can still feel the negative effects on the next day.

As for now I think I’m good with 2-5 matches, scattered over the day. Not perfect, but better than not playing at all.

PS: I don’t understand, why SD decided to introduce this, somehow, floaty movement-system. I mean they are all gamers themselfs. I’d like to see just one build with next to no acceleration; even though I switched off mouse accel entirely it seems, as if there’s still a bit of accel engaged; that together with strafe-acceleration = floaty movement, and that, of course, contributes quite a bit to feeling sea-sick/simulator sick.


(.FROST.) #24

…Double Post, Browser Error…


(Mustang) #25

Afaik the acceleration is there for a few of reasons:

  • To get away from the strafing wars that has commonly been associated with SD’s games in the past
  • To make it slightly easier to track players which allows more people to enjoy the game
  • To give the animations a couple hundred milliseconds to play out which looks better

Of course there are some major downsides, which include, but are not limited to:

  • Input lag, so annoying not having an action occur as soon as the button is pressed
  • Floaty/disassociated feeling that makes people nauseous

I think that it’s fine to include some acceleration if SD really want to have it, but also agree that currently it is too much.


(.FROST.) #26

[QUOTE=Mustang;454575]Afaik the acceleration is there for a few of reasons:

  • To get away from the strafing wars that has commonly been associated with SD’s games in the past
  • To make it slightly easier to track players which allows more people to enjoy the game
  • To give the animations a couple hundred milliseconds to play out which looks better [/QUOTE]

I see, that makes sense, a couple of valid pros you’ve named there. Though for me, and also for a couple others(at least I think so), the downside still overweights noticeably. If the gameplay suffers, as it does now, and if people are getting sick from the constant delay, even such valid points, like the ones above, should really be thoroughly reconsidered as well as the question, if it’s really more important to care about them, instead of a responsive and satisfying movement-system? Especially if it keeps people from playing the game.

But to be fair, I can not say exactly, what in hell causes those unpleasent side-effects. But I do know, that I’d really like to play DB much more often, but as it is now, it’s just not possible. However, I’m trying to do my best to point out possible causes for those issues and I hope I’m not annoying the devs and the folks from the forum too much by doing so.


(tokamak) #27

Does playing without a visible gun help?


(.FROST.) #28

Haven’t tried it yet, but I don’t have the impression as if the bouncing of the gun causes trouble. If anything, than it’s the camera bob when you reload, but by now I think, that’s also not the core problem, since you have weapon bouncing and reload bob in almost every shooter, but I don’t have issues with every shooter(take good ol’ BRINK for example). However, DB’s reload bob is actually a biiit too much and could use some reduction, but imo, the indirect controls are the biggest problem; from a gameplay POV(love it when I run against doorways when I’m trying to cut corners) and of course when you are kinda sensitive in terms of visual inputs.


(scre4m.) #29

Sure, and the 10 minutes spare time a day I dont spend writing youtube comments, I play Brink and find it great.

Just saying that stuff that refers to Brink will be hated. NO MATTER WHAT IT IS. So dont brink up such stuff. (got the pun?)


(.FROST.) #30

[QUOTE=scre4m.;454618]Sure, and the 10 minutes spare time a day I dont spend writing youtube comments, I play Brink and find it great.

Just saying that stuff that refers to Brink will be hated. NO MATTER WHAT IT IS. So dont brink up such stuff. (got the pun?)[/QUOTE]

I encountered not too much “hate” here, but if so, I don’t care, and why would I, it’s one of my most favorite games ever and certainly my most favorite (released)shooter so far. Of course, it had it’s gameplay/gunplay flaws and all and the texture resolution was a bit low and bla, bla, bla, but I loved it and why should I care if others don’t. Really, you don’t have to care about me I can handle it, but I appreciate your efforts, kiss, kiss

PS: Yup, got the pun…funny…


(Mustang) #31

Hated by whom?

There were plenty of good things in Brink, and plenty others that could be good with a few tweaks.

If you don’t comment on such things how can lessons be learnt?


(.FROST.) #32

Yesterday I tried a lower FOV, as you’ve said, and it felt worse.

When I started playing DB I played with the default 90 and my probs were really severe, then I’ve started to listen to some guys from the forum and one guy from the devs, wich said, I should increase the FOV, and it worked, it wasn’t perfect, but it was a significant improvement. I stuck with 110°, wich I allready considered quite extreme back then, and so I wouldn’t go any higher. Today I tried to play with a 115° FOV and it actually felt even better, no issues at all, BUT, on the downside, it was harder to aim and hit the tinier enemy chars. I’ll try 115° for a while* now and I’ll give you guys/devs the according feedback.

PS: Is 115° extreme, or does anyone else play with such a wide view?


(INF3RN0) #33

[QUOTE=.FROST.;454627]
PS: Is 115° extreme, or does anyone else play with such a wide view?[/QUOTE]

I prefer 90. Such a big FOV makes it harder to see how precisely your aiming. With the small hitboxes in DB I find it much easier to tell when I am overaiming or under aiming with a lower FOV. Also do you have the sprint FOV disabled??


(.FROST.) #34

Sprint FOV was the first thing I’ve switched off, the mere idea of having it engaged makes my head explode.


(.FROST.) #35

Since a few weeks I have no trouble playing DB, I don’t know, if some noticed it, but I’m much more often around, than say, 1-2 months ago. Especially compard to the months where I only dropped in when a new build was released. I suspected so many things that could be responsible for my formaly described, bad reception of the game.

-extreme change between light and dark areas
-the FOV
-character speed
-flashbangs
-the engine itself(if that could even be possible, idk)
-the strafe movement
-the mouse movement

The last thing I really I focused on(more thorough, than before), was the mouse sensitivety*; not only in the ingame sense options, but especially in the mouse driver settings themselfs. I have a “Roccat Kone+” and aside from some minor mouse-wheel issues, the absolute best mouse I’ve ever had. So I tried a lot of combos; different x/y sensitivety settings, cobbled with different dpi settings and sensitivety settings in the game, stuff like that. It seemed, like it payed of to reduce the sensitivety in my driver settings to x/y -2 and stay with “on the fly” dpi settings between 1500 and 1700 and ingame sense of around 32 and little above.

Finally I could play as long as I want and without any problems whatsoever. Funny enough, it wasn’t until this evening, that I’ve noticed, that the whole reload bob thing was gone. I really didn’t noticed this until an hour ago, or so. Now I’m not so sure anymore, if my new mouse settings were actually responsible for this whole improvement, in terms of my reception of the game, or if it was the lack of the reload bob alone.

Can someone tell me, when that whole reload bob thing was changed, or left completely optional?

*because I stumbled over this post here:

http://forums.warchest.com/showthread.php/15021-Motion-Sickness?p=159893&highlight=nausea#post159893


(Protekt1) #36

For adjusting movement speeds manually, I’d like to see a hold button for walk.


(Mustang) #37

There is already no?


(MrEd) #38

Hi Frost,

Game options for toggling camera anims went in with the last patch and due to a bug default to off. You can test if that’s the problem by turning them back on under Options > Game.

Glad things are getting better for you!


(.FROST.) #39

I haven’t even checked the options menu in that regard, since I was already about to go, when I (consciously)noticed the total absence of camera anims whilst I was reloading. Astounding, that it took me so long.

Tomorrow I’ll test what happens when I turn the reload view-bob on again.