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Wow. What a shocking revelation.
-Make it like Ninja Gaiden where when you turn the analog stick long enough the lock on target releases.
-Turn off auto center camera so I can manually aim
-turn off the auto center aim during a finisher/execution so I can see the other enemies
-Manufacturers ALL need to put buttons behind the controller. Paddles / rear buttons need to be standard
Amazing game with lots of SMALL flaws. But they do add up
Camera is not that bad though, for the most parte.
I don't know where the term originated, but in fighting games there's something called "Negative Edge" which basically means that the input is registered on button release. In Guilty Gear, the character Zato=1 is split into two characters, a puppet master and a summoned shadow demon called Eddie. Both characters share the same controls so in order to not accidentally commit to heavy attacks with long wind-ups with Zato, Eddie attacks whenever a button is released, so you can control them independently.
Basically, since roll happens on button release, that would make this a negative edge input.
Target enemy....yeah not the closest one but that guy on the ♥♥♥♥♥♥♥ edge of visibility!
Lock on target....no not turn around and face away from the guy about to kill me.
Killed an enemy.... now look random direction and try to work out what the system wants you to look at.
Did I say the camera is ♥♥♥♥♥♥♥ awful.
Just went from killing Godrick without getting hit to getting killed by a mob because I couldn't target them to use a spell.
Forgot to mention, the camera controls are ♥♥♥♥♥♥♥ abysmal!
I'm surprised you said that release rolling is good and then proceeded to say that this game is responsive. It quite literally makes your reactions less consistent. Depending on the spring of your button, how hard you press it, and how quick your fingers are, it WILL be less responsive than simply making it the press of a button. Even worse, you can not compensate for it because this delay will NEVER be consistent. I've noticed that souls players have a habit of double tapping their buttons to adjust to this and that's not a good thing with how massive the input buffer is.
A bad camera gives giants more meaning? Who the hell cares? I can't ♥♥♥♥♥♥♥ see half of the fight, so how can I even appreciate the presentation?
I should explain a bit more on the cross hair. It's impossible to tell the region that scans for targets, and the game does not lock on to whatever is on-screen, you have to look in the general direction of where the enemy is at. In order to lock on asap, I have to mash lock on until I finally get it right while also simultaneously wrestling with the stupid camera resets. Honestly, just put a dot in the middle of the screen and this issue would not exist.
God, if only PC controls weren't the most atrocious controls I have ever seen in my life (RIGHT CLICKING TO EXIT MENUS?!?!), and I had more than barebones remapping to make the controls functional.
im not trolling because the last time i posted in a thread like this someone started an argument how that 1ms is a difference of life or death lol.
just badly configured controllers by people who dont know how native controller support can clash with steam big picture controller support. its almost as funny as the hundreds of theads in every game complaining about drift, then it turns out they have a joystick or steering wheel plugged in
Thank ya, thank ya....
I'll be here all week...
Whoever said that is a moron. Rule of thumb is that if it's below ~3-5 ms, then it is basically negligible compared to ambient noise.
Leftist memes be crazy
Sorry, depending on my motivation, I might make the post less schizophrenic later.