Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Not how it works though, it only frustrates me to no end and makes me not even wanting to open the game any more, instead of adding anything to the game whatsoever.
The moment an element in a game makes you want to play it less rather than more, as in it's not a challenge you get excitement out of when conquered, but only adds more and MORE frustration the more you encounter it, up to the point you no longer even want to use said element, or even not wanting to open up the game at all because of, that is a failed design, not a feature.
This has nothing to do with tank controls either, I know gaming and games since the first tube game on a CRT (no, not pong.. ) and RE games since RE1.. and all PS1 games and prior.. I know tank controls and I know to tell bad from poor game design.. this is poor design and it has to be fixed.
I'm sorry but that response makes no sense on every level. First, the game does not use tank controls in the first place, so that's a moot point.
Not being able to crouch out of running is not intentional. If it were, you would not be able to crouch if you had "tap" running active. But you are able to crouch out of a run in that circumstance. Plus, by your logic, you shouldnt be able to RUN out of crouching, but you are able to just fine. It is simply a mistake on the devs part that should be fixed.
I am convinced that this is intentional "design" and only implemented as an extra stressor step to artificially increase difficulty, since hold for run is more convenient, this was someone's stupid idea to balance overall difficulty across different input methods and layouts used. I find it STUPID, FRUSTRATING and INFURIATING!. OTHERWISE, it would've been fixed by now MANY TIMES OVER. But then again, there's still bugs like inverted axes on objects inspection - objects inspected straight from the game world are being rotated CCW and objects from the inventory are being rotated CW.. (or the other way around, can't remember from the top of my head.. ) that are still to be fixed..
Run toggle takes ages to get you going. With hold you don't have to time it to get off running the very instant the game allows for it. Hence the "need" for the artificially added difficulty. You want to use hold, you're gonna pay the price by not being allowed to crouch out of it.. It's a.. clever way of hiding it but at the same time is retarded to do it this way. They're trading off one advantageous mechanic for another disadvantageous one. Both produce the same amount of frustration in my case.
There's no "action queuing system" at play here, that is not the reason.. Otherwise you wouldn't be able to dodge while running.. You can dodge while holding run no problem, you just can not crouch.. because that's how they wanted it to work. Again, to.. "ARTIFICIALLY BALANCE OVERALL DICCICULTY"..
It does, I never said it didn't, it just takes timing to get everything out of it. With hold, you set off running the instant the game allows for it. Also it bothers me that toggle doesn't really work as On/Off toggle, it only works as "switch On". To stop running you have to stop moving altogether.. which I don't like.
Pressing R1 on a PS4 controller to run, then letting go of the stick for a fraction of a second to stop running is extremely easy to get used to.
I don't like it. I am very particular with my controls setup. Now, I have a way around it using Steam Input and custom configs, as well for fixing the dang ATROCIOUS gyro aim, but that is extra advanced setup that I should not be required to spend my time doing. The only time I should be spending with a game should be actually playing the game. That should be standard. Just like Run Toggle/Hold is an option, I shouldn't be forced to use complex setups to fix little or huge "details" in the inputs configuration.
Worse of the worst is the thing that these are intentional design choices, only implemented for the sake of artificially increasing or.. "balancing" difficulty. Just like other gameplay elements in this game (enemies teleporting through bullets, not registering damage, etc. ) If you're at the point where you need to integrate artificial "cheats" like this to balance out difficulty, that is bad game design. Up to a point is bearable, passing a certain threshold, that only becomes frustrating and bad from any perspective.
Have you ever considered that maybe the bad one, is you? All this extra effort to circumvent something you don't like. I don't like weight limits in my RPG's, but I deal with them and find a way to work around them.
I don't agree with you because you are simply incorrect. If these things were bad design, then I would agree with you. Simple as that. I've played the game for over 80 hours total according to Steam. Not once have I had an issue with movement, aiming, contextual actions.
So again, it's a "you" thing.
"Nothing" according to.. you. Gaslighting attempt acknowledged. Now piss the ♥♥♥♥ off.
You're just endlessly angry. Again. Over something that doesn't matter. Again.