Dolls Nest

Dolls Nest

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onyhow Feb 24 @ 9:39pm
2
Game fighting fast mouse movement?
Is there a way to disable the game fighting us moving the mouse too fast?

It's one thing if they cap the movement speed to represent your limited turning ability, but it feels more like the faster you move the mouse, the harder the game fights against you and makes the camera even slower.

It just makes it feels like the game has inverse mouse acceleration, and that's not a good feeling.
Last edited by onyhow; Feb 24 @ 9:49pm
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Gamer Mar 1 @ 3:10pm 
Originally posted by Sly Fox:
Guess what. That's 1 game franchise from 1989, based on mech combat (simulation) ofc it has a turn rate limiter.

Downplaying the most popular video game mecha IP kinda insane.

Originally posted by Kuchai:
Yeah I personally don't mind if our aim is slow to simulate the turn of a mech (that being said the actual aiming part is done by the girl so???) but the problem is the camera is what's being made slow.

Thats why the proper compromise is being able to look ahead of turn speed. But i feel people are saying they want to get rid of turn speed entirely, not just camera speed, which would make the game much less interesting.
It's honestly the only major complaint I have in the demo. It's especially annoying when I just want to take a quick peek behind me. I wouldn't mind rotation speed being limited but camera angles not be, while our cute mecha musume slowly (relatively speaking) sloshes to match the crosshair, like what most modern Tank games do. Crosshair Drag ala Helldivers 2 could work, too, and unlike there, we don't need to worry about precision aiming with the auto-aim angles.

But should our movement be affected by this, too? If I spin around quickly so my camera is pointing behind her, will W move me forward relative to the girly or forward relative to camera? Cosmic Break does the former, and it feels bad.
onyhow Mar 10 @ 4:34am 
Originally posted by awLTR:
It shouldn't be removed neither made optional, it's amazing to feel mecha to be weighty instead of the AC paperdolls with zero inertia.
Though I do agree it needs tuning to work with mouse better and maybe be less punishing on heavy frames: for example, a full tank outfit is indeed very frustrating to use.
Weighty would be having turn rate limit, not turning slower the faster you move your mouse. I have no problem with the former, the latter is just bad.
Last edited by onyhow; Mar 10 @ 4:35am
shoopy Mar 10 @ 6:32am 
Originally posted by onyhow:
Originally posted by awLTR:
It shouldn't be removed neither made optional, it's amazing to feel mecha to be weighty instead of the AC paperdolls with zero inertia.
Though I do agree it needs tuning to work with mouse better and maybe be less punishing on heavy frames: for example, a full tank outfit is indeed very frustrating to use.
Weighty would be having turn rate limit, not turning slower the faster you move your mouse. I have no problem with the former, the latter is just bad.
It doesn't really get slower the faster you move, it caps out at a max rate and stays there.
Sly Fox Mar 10 @ 9:42am 
Originally posted by shoopy:
Originally posted by onyhow:
Weighty would be having turn rate limit, not turning slower the faster you move your mouse. I have no problem with the former, the latter is just bad.
It doesn't really get slower the faster you move, it caps out at a max rate and stays there.
It slows down. Not sure what you are on, but it 100% slows the camera to a snails pace. And that is trash.
shoopy Mar 10 @ 9:56am 
Originally posted by Sly Fox:
Originally posted by shoopy:
It doesn't really get slower the faster you move, it caps out at a max rate and stays there.
It slows down. Not sure what you are on, but it 100% slows the camera to a snails pace. And that is trash.
It slows to a fixed speed that does not continue to get slower if you move faster.
i.e. you have normal acceleration until you exceed the limit, then it lowers your speed to the capped value which is a constant no matter how fast you continue to move after that. It has nothing to do with reverse acceleration.

It's just a turn limit that you're allowed to exceed momentarily. They could remove the part where you can exceed it and you'd be stuck with just a fixed turn rate.
Sly Fox Mar 10 @ 11:49am 
Originally posted by shoopy:
Originally posted by Sly Fox:
It slows down. Not sure what you are on, but it 100% slows the camera to a snails pace. And that is trash.
It slows to a fixed speed that does not continue to get slower if you move faster.
i.e. you have normal acceleration until you exceed the limit, then it lowers your speed to the capped value which is a constant no matter how fast you continue to move after that. It has nothing to do with reverse acceleration.

It's just a turn limit that you're allowed to exceed momentarily. They could remove the part where you can exceed it and you'd be stuck with just a fixed turn rate.
It's trash eighter way and needs to go, or be an option in the menu to toggle on or off.
It's a good mechanic implemented poorly. Crosshair/turning should be decoupled from camera and catch up with it like it does for arms/torso crosshair in Mechwarrior.

Originally posted by Sly Fox:
It's a garbage mechanic that 98% of mecha games dont use anymore, the only ones that do were made in the 90's and early 2000's game devs stopped using it for a reason.
Just admit that you hate mecha and go back to playing whatever's the current flavor of the month souls slop. Limited turn speed is a key mechanic of vehicular combat genre and everyone complaining about it never cared about the genre in the first place.
Turn speed is an important stat that different leg parts are balanced aroun. You are calling Mechwarrior outdated while it actually successfully solved that issue of combining turn speed limit and free mouse look.
Last edited by Yeasty Cooter; Mar 15 @ 7:47pm
navalops Mar 15 @ 9:26pm 
Before it is a combat weapon, it is a doll inside. I think the slowness of its rotation is deliberately designed to make it look like a marionette.
Sly Fox Mar 16 @ 4:57am 
Originally posted by Yeasty Cooter:
It's a good mechanic implemented poorly. Crosshair/turning should be decoupled from camera and catch up with it like it does for arms/torso crosshair in Mechwarrior.

Originally posted by Sly Fox:
It's a garbage mechanic that 98% of mecha games dont use anymore, the only ones that do were made in the 90's and early 2000's game devs stopped using it for a reason.
Just admit that you hate mecha and go back to playing whatever's the current flavor of the month souls slop. Limited turn speed is a key mechanic of vehicular combat genre and everyone complaining about it never cared about the genre in the first place.
Turn speed is an important stat that different leg parts are balanced aroun. You are calling Mechwarrior outdated while it actually successfully solved that issue of combining turn speed limit and free mouse look.
Been playing mecha for a while, and never seen a mechanic as ♥♥♥♥ as this one. Love how you just assume I don't play super old mecha because I don't like the very poorly implemented camera speed gimping they did. Also we play as a mecha girl, even sticking to realistic turn times the human body only has a delay of 0.3 sec when trying to look 180, they made the turn limiter, like we have a broken neck and arm, while also being in some wheel chair, Yet they also want somewhat fast paced combat.

This mechanic only works for long, and med distance engagements, but they also put melee into the game, where you are fast and close to the enemies, a turn-speed limiter like this is a no no.

It's poorly thought out, and beyond cluncky.
I'm okay with the other suggestions of using a warthunder type turn-limiter but this... Would be better off without a turn limiter otherwise. AC6 and most other games that aren't hardcore simulators use True Directional movement which adds a delay for the body to turn while keeping the camera speed uncapped.

This isn't 1975, and this game certainly isn't a Simulator like mech warrior, so why is it trying to be? It has the Classic AAA syndrome of trying to add a defunct mechanic in the modern age of 2025, but doing it very poorly.

I'm still buying this day one, but def doing some file diving, to remove the limiter.
Last edited by Sly Fox; Mar 16 @ 5:11am
navalops Mar 16 @ 6:26am 
If you don't like it, just make a mod. It was a long journey to arrive at this conclusion.

I like the current version, though.

In Japan, there is a concept called "shosa." In traditional Japanese dance, "shosa" is often used to indicate the role of each character.

Thanks to this shosa, in Japanese dance, the role of a character can be understood just by their movements.

The movements of the dolls in this game made me feel "shosa."

Well, of course there is no such thing as "doll shosa," but if there was, I feel like the movements would be something like this.
Sly Fox Mar 16 @ 8:54am 
Originally posted by navalops:
If you don't like it, just make a mod. It was a long journey to arrive at this conclusion.

I like the current version, though.

In Japan, there is a concept called "shosa." In traditional Japanese dance, "shosa" is often used to indicate the role of each character.

Thanks to this shosa, in Japanese dance, the role of a character can be understood just by their movements.

The movements of the dolls in this game made me feel "shosa."

Well, of course there is no such thing as "doll shosa," but if there was, I feel like the movements would be something like this.
This isn't dance class tho, and we are playing as a machine optimized for war, makes no sense for such a thing as a turn speed limiter to even exist, at this level of jank.
Last edited by Sly Fox; Mar 16 @ 8:57am
Hammy Mar 17 @ 12:23am 
Originally posted by Sly Fox:
Originally posted by navalops:
If you don't like it, just make a mod. It was a long journey to arrive at this conclusion.

I like the current version, though.

In Japan, there is a concept called "shosa." In traditional Japanese dance, "shosa" is often used to indicate the role of each character.

Thanks to this shosa, in Japanese dance, the role of a character can be understood just by their movements.

The movements of the dolls in this game made me feel "shosa."

Well, of course there is no such thing as "doll shosa," but if there was, I feel like the movements would be something like this.
This isn't dance class tho, and we are playing as a machine optimized for war, makes no sense for such a thing as a turn speed limiter to even exist, at this level of jank.
I don't get why people pretend the turn limiter is some software limit on the doll frame. It's supposed to be a physical limitation of the things ability to turn, nothing less. While it feels overturned, it at least makes for heavy weights.
Enemies also have turn rate limitations, so if you move around them close enough they simply can't track you, though neither you them.
goat1234 Mar 19 @ 5:51am 
Originally posted by Hammy:
Originally posted by Sly Fox:
This isn't dance class tho, and we are playing as a machine optimized for war, makes no sense for such a thing as a turn speed limiter to even exist, at this level of jank.
I don't get why people pretend the turn limiter is some software limit on the doll frame. It's supposed to be a physical limitation of the things ability to turn, nothing less. While it feels overturned, it at least makes for heavy weights.
Enemies also have turn rate limitations, so if you move around them close enough they simply can't track you, though neither you them.
Is it supposed to be a physical limitation? From the PV, there should be a mode to control the doll itself without mech frame, and the doll has a human movement range. There is also a supposed NPC of giant doll with her head turning naturally. So, it is reasonable to think the limit is on the mech frame rather than on the doll. So, suggesting there is a non-restricting camera but restricting movement and the aim of the actual mech frame is pretty reasonable. The current implementation does not feel nice, and does not necessarily reflecting the physics.
Hammy Mar 19 @ 8:48am 
Originally posted by goat1234:
Originally posted by Hammy:
I don't get why people pretend the turn limiter is some software limit on the doll frame. It's supposed to be a physical limitation of the things ability to turn, nothing less. While it feels overturned, it at least makes for heavy weights.
Enemies also have turn rate limitations, so if you move around them close enough they simply can't track you, though neither you them.
Is it supposed to be a physical limitation? From the PV, there should be a mode to control the doll itself without mech frame, and the doll has a human movement range. There is also a supposed NPC of giant doll with her head turning naturally. So, it is reasonable to think the limit is on the mech frame rather than on the doll. So, suggesting there is a non-restricting camera but restricting movement and the aim of the actual mech frame is pretty reasonable. The current implementation does not feel nice, and does not necessarily reflecting the physics.
It's because the game is designed around gamepad. Turn rate limits never feel good on mouse unless you have a Warthunder esque setup where the camera can turn ahead of the aim point.
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