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Tools Up!

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TheSambassador 7. des. 2019 kl. 11.47
Game feels very unresponsive
I think that the game right now feels very unresponsive. No matter what the action is (other than movement I guess), it feels like the action happens with a pretty large delay after I hit the button.

I think this is likely to do with how the game uses both "hold" and "tap" inputs on the same button. I'm guessing that you're not doing the "tap" action until you release the button, and you're not even starting the "hold" action until a certain amount of hold time has passed.

This is causing issues in both local play and playing through Parsec/Steam Remote Play Together. In local play it just feels unresponsive, but with remote play, sometimes lag spikes can cause the "button release" input to be a bit more delayed than normal, meaning that sometimes you can't even pick up an item on the ground because it seems to be interpreting it as a "hold" action.

Honestly there should be almost 0 delay between hitting the button and the action happening. It feels like there might be a full 100ms after hitting the button to when I pick something up. It feels like more than 100ms from when I start holding X and when my character starts his animation to paint the wall.

The game seems like it has some promise but it just feels kinda terrible to play.

Also just to clarify - the game is running at 60fps, it isn't lagging. My joystick inputs are (mostly) fine.
Sist redigert av TheSambassador; 7. des. 2019 kl. 11.47
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Ijin 8. des. 2019 kl. 12.16 
I've got the same feeling. It seems like previously both A and X were the same button, but after splitting them A still has the same threshold for holding recognition so you have to press it quickly or it won't respond. The same with X. You have to hold it even to just start doing something.
Thank you for this very descriptive feedback. We'll look into it :)
🐺-Wolferatus-🐺 16. des. 2019 kl. 18.46 
same here with xbox one wireless controller, sometimes you press also and nothing happends so you have to press harder ...
Opprinnelig skrevet av 🐺-Wolferatus-🐺:
same here with xbox one wireless controller, sometimes you press also and nothing happends so you have to press harder ...
Did you experience any improvement after the Friday update?

To be honest, I'm not sure if pressing force should have anything to do with it - as far as I know, Xbox One buttons are not treated as axis, so they don't have a pressing range. Have you tried playing on another controller or a keyboard?
🐺-Wolferatus-🐺 17. des. 2019 kl. 2.32 
Keyboard is not really mine I think I started after the patch so I can’t say nothing about that.

The problem is for example I press X but he does not do always what I want so I press multiple times and when I get angry because time is about to finish I press it harder lol mostly then he do what I want. (He=the character)
TheSambassador 17. des. 2019 kl. 11.10 
The update definitely made things better.
Nayelianne 29. jan. 2020 kl. 15.14 
Played the game for the first time today. I'm using an Xbox 360 controller and had the same feeling of unresponsiveness, some times it feels like you need to press the same button twice before it really does what you want it to do (Maybe it's an issue with the game not targeting the object we want to interact with, but that we don't realize while playing in a rush?)

Other issues seem to have more to do with design choices, like the walking speed. It seems slow to the point that it feels like you're carrying heavy stuff even when you're empty handed, so you already feel like you're struggling against the controls to get where you want, making you much more susceptible to being bothered by other small issues. Comparing the movement fluidity to other similar games (Moving out being one I most recently played), it makes this one a bit frustrating in contrast. A dash (like in overcooked) or run button could maybe compensate for that a bit, but I'd personally opt for more fluid movement.

When repeating a level it also took me a while to figure out that you can't throw a blueprint without examining it first (and knowing the level, I had no reason to look at it), so I kept pressing the button and wondering why my character kept shaking his head instead of getting rid of it, and why it worked before and wasn't working the second time I tried the level. So that's something that people could mistake for responsiveness issues as well.

Sist redigert av Nayelianne; 29. jan. 2020 kl. 15.19
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