Dolls Nest

Dolls Nest

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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.
Zuletzt bearbeitet von onyhow; 24. Feb. um 21:49
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Letting the camera move freely, and having the girl/mech turn at her own rate to catch up, would definitely be a huge improvement. Especially since, as it is currently, looking up and down is super fast, but turning left and right is painfully slow, which makes the whole thing feel very strange and bad at the moment.

As mentioned by others, it seems very strange to make her only be able to turn so slowly, since she clearly has lots of different thrusters for going very fast. But if the dev is set on her turning slowly, at least allowing the camera itself to move freely would make it still feel good to control. Even if the slowness is a strange decision.

Of course, the extreme delay before jumping really needs to be changed as well. There's way too many gaps and bumps that need to be jumped for the slow jumping to work well.


On the whole, many things feel painfully slow when it looks like they should be much faster and more action-oriented. A slower, more deliberate, style could work. But things like the dashing and the high number of thrusters all make it feel like this should be a fast action game. So there's many things that will definitely need a lot of adjustment if the intent is for it to be a slower one.


One possibility, is maybe having things like turn speed and how quickly the frame jumps/etc. be effected by stats that different parts or tuning could effect? If the dev is set on making things slower paced, perhaps there could at least be some parts that let players have a fast action mecha girl instead of the slow and deliberate one we have now? Mech games are often loved for their customization features, and so being able to customize your mech girl into a fast, responsive, one could let players who want that be happy, while still letting the game default to a slower pace for most players.


That said, the game definitely has potential, but it feels like most of the effort so far was put into customizing the mech and girl (and there's a lot of really cool options there). But the actual gameplay feels like it received much less work comparatively, and feels very rough right now.
Ursprünglich geschrieben von onyhow:
So the game is designed around controller, doesn't explain why it has this system at all...great.

Yeah, noticed the red marker on the crosshair.

Also just plain doesn't make sense, if your'e going above handling limit, wouldn't it make more sense for you to completely lose control over the camera for a moment, rather than have this resistance mechanic?
Ever played like, literally any mech game ever?
Turn speed is dependant upon your mech; it is just as vital as your flight and walk speeds.
Armored Core, Mech Warrior...
Definitely agree that it should have omnidirectional camera and then just have the character turn at whatever speed their gear allows. They can even have a second indicator on the crosshair that lines up when you're facing target or people can just look.

This is how tanks work in many games, plus I want to be able to see the front of my character if they're making customization a big part.

This is a deciding factor for me.
One potential problem that may arise from the suggested solution of "free cam but let the mech turn to follow slowly" style is that in the right conditions based on enemy movement and your own movement, the enemy can constantly flip flop past the 180 degree line which determines the fastest turn direction that your mech should rotate, causing your mech to constantly make adjustments and keep turning.

This could also happen if you're looking at multiple different enemies too quickly or if you're surrounded and has to turn to look behind you multiple times.

Of course there are compromises in playstyles and there are things you can do to counteract that issue, just as there are ways to minimize the turn speed issue as well. Moving to a position that lessens the degree you have to turn for example, applies to both camera styles.

Edit: I just realized that mouse players specifically gets the short end of the stick cause whereas controllers can just keep the stick tilted, mouse has to lift and reset and keep dragging. My sympathies to anyone putting up with the issue, that's truly horrible.
Zuletzt bearbeitet von Reizie; 23. Apr. um 13:16
Ursprünglich geschrieben von Reizie:
Edit: I just realized that mouse players specifically gets the short end of the stick cause whereas controllers can just keep the stick tilted, mouse has to lift and reset and keep dragging. My sympathies to anyone putting up with the issue, that's truly horrible.
Yeah. Don't forget that you have to keep moving too, and constantly. I can see how controller don't have this problem by just moving the stick to a certain distance and keep it there. Does really seem like this is designed specifically for controllers.

Ursprünglich geschrieben von Salty Sis' 4U:
Ever played like, literally any mech game ever?
Turn speed is dependant upon your mech; it is just as vital as your flight and walk speeds.
Armored Core, Mech Warrior...

LOL, the sheer stupidity of this post.
Zuletzt bearbeitet von onyhow; 23. Apr. um 20:58
They really just need to decouple turning speed (aiming) and camera turn speed. Just let the aiming reticle (and lock on box) to trail slower when it exceed turn speed.
Its just Turn speed thing, AC6 doesn't have it and it feel weird without a proper turn speed. I glad this game have that feature :3

Still it really a thing that build for controller, I wish there are a free lock with a separate weapon reticle that tied to turn speed, That would fix the problem with MK control. But at the end of the day is this is Japanese mecha game that target mecha gamer which I believe most of the audience own and player Mecha game with controller.

except when you play MW tho, Its either mk or flight stick xD
Zuletzt bearbeitet von Moddeang; 23. Apr. um 23:12
If they wanted me to play with a controller they should have said so. I played with a mouse and the terrible controls made me hate the game.
Was looking if they fixed it. Played the demo and it felt like piloting a fridge. Looks like it aint fixed yet. If you mechs look like gentle breeze could break those flimsy joints it should not feel like a 100 ton assault mech.
Ursprünglich geschrieben von pca24000:
If they wanted me to play with a controller they should have said so. I played with a mouse and the terrible controls made me hate the game.
its really not your fault you're born with a mental illness
Ursprünglich geschrieben von Sly Fox:
Dolls nest is not a sim game, its a mecha souls born rpg. As we can see, having the game restricting mouse movement is not welcome.
we've been over this before old man
just because a game has checkpoints, respawning enemies, and shortcuts, doesn't mean it's a souls-like (i thought what made a souls-like was the combat but evidently not) :shadow_1:
also... ...rpg...? this game doesn't have any rpg mechanics.
Ursprünglich geschrieben von Kuchai:
As Sly Fox said AC6 doesn't restrict the camera even though the actual AC locking and aiming is hindered.
Not true. If you turn too quickly in AC6, your mech will near-instantly snap to the camera's direction. It does not affect your aim whatsoever because this correction happens before you fire a weapon. The lock-on, too, is entirely controlled by the camera.
Ursprünglich geschrieben von onyhow:
Ursprünglich geschrieben von Reizie:
Edit: I just realized that mouse players specifically gets the short end of the stick cause whereas controllers can just keep the stick tilted, mouse has to lift and reset and keep dragging. My sympathies to anyone putting up with the issue, that's truly horrible.
Yeah. Don't forget that you have to keep moving too, and constantly. I can see how controller don't have this problem by just moving the stick to a certain distance and keep it there. Does really seem like this is designed specifically for controllers.
This is blatantly untrue. If you reach the turncap where it slows your turn movement, you simply need to slow down a little and it'll fade back to that manageable turn speed that's faster than the cap but not as fast as you can move the mouse. Lifting and resetting the mouse is a constant part of any game that has mouse controls, and it's not an issue here or anywhere else unless you have a small desk. Solution: Get a bigger desk, or clear some empty Sprite & MTN Dew cans off to make room.
Zuletzt bearbeitet von gurololi; 25. Apr. um 10:08
Ursprünglich geschrieben von pca24000:
If they wanted me to play with a controller they should have said so. I played with a mouse and the terrible controls made me hate the game.
even armored core 6 is fully playable with K&M, these devs need to take notes
i play on kbm with 0 issues, you can get used to turn speed and figure ways around it to make it more fluid with your character movement.
Ursprünglich geschrieben von Remu:
Ursprünglich geschrieben von pca24000:
If they wanted me to play with a controller they should have said so. I played with a mouse and the terrible controls made me hate the game.
even armored core 6 is fully playable with K&M, these devs need to take notes
you don't even own the game, your opinion is irrelevant. it is perfectly playable on K&M.
Ursprünglich geschrieben von gurololi:
Ursprünglich geschrieben von Remu:
even armored core 6 is fully playable with K&M, these devs need to take notes
you don't even own the game, your opinion is irrelevant. it is perfectly playable on K&M.
You know there was a demo, right?

Ursprünglich geschrieben von gurololi:
This is blatantly untrue. If you reach the turncap where it slows your turn movement, you simply need to slow down a little and it'll fade back to that manageable turn speed that's faster than the cap but not as fast as you can move the mouse. Lifting and resetting the mouse is a constant part of any game that has mouse controls, and it's not an issue here or anywhere else unless you have a small desk. Solution: Get a bigger desk, or clear some empty Sprite & MTN Dew cans off to make room.
Except that the fact the turncap fighting back system exists in the first place is what I'm objecting to. Turncap I have no problem, I have multiple experiences with games that have that. But the one actively fighting back due to your mouse movement speed? No, no, heck no.
Zuletzt bearbeitet von onyhow; 25. Apr. um 21:39
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