Resident Evil 4

Resident Evil 4

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80TCS Apr 2, 2023 @ 10:53am
Crouching/Dodging is a PAIN!
For whatever reason, the "crouch/dodge" command does NOT have priority over everything else, making crouching an ABSOLUTE PAIN!

You can not be holding "run" and then simply press "crouch/dodge" to actually do so!.. You have to first LET GO of the run button, THEN press crouch..

This has to be the first game I've ever played that won't let me press a button and have the bound action take precedence to whatever was pressed BEFORE it..

It makes NO SENSE CAPCOM!.. Please FIX!
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Showing 1-15 of 21 comments
keegyBoy Apr 5, 2023 @ 8:24am 
I can tell you why it's this way. The game is designed around what is called 'tank controls.' this is a control philosophy that intends to amplify the stress and tension of the horror aspect of the game by making movement options limited and costly to force you to think ahead and play slowly, making staying out of sticky situations the priority over getting into and out of them. This control philosophy carries over from the original RE4 on the Gamecube, and exists on purpose, not as a fluke.
80TCS Apr 6, 2023 @ 1:04pm 
Originally posted by keegyBoy:
I can tell you why it's this way. The game is designed around what is called 'tank controls.' this is a control philosophy that intends to amplify the stress and tension of the horror aspect of the game by making movement options limited and costly to force you to think ahead and play slowly, making staying out of sticky situations the priority over getting into and out of them. This control philosophy carries over from the original RE4 on the Gamecube, and exists on purpose, not as a fluke.

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.
LeMelleKH2 Oct 6, 2023 @ 1:09pm 
Originally posted by keegyBoy:
I can tell you why it's this way. The game is designed around what is called 'tank controls.' this is a control philosophy that intends to amplify the stress and tension of the horror aspect of the game by making movement options limited and costly to force you to think ahead and play slowly, making staying out of sticky situations the priority over getting into and out of them. This control philosophy carries over from the original RE4 on the Gamecube, and exists on purpose, not as a fluke.

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.
80TCS Oct 6, 2023 @ 2:21pm 
Originally posted by LeMelleKH2:
Originally posted by keegyBoy:
I can tell you why it's this way. The game is designed around what is called 'tank controls.' this is a control philosophy that intends to amplify the stress and tension of the horror aspect of the game by making movement options limited and costly to force you to think ahead and play slowly, making staying out of sticky situations the priority over getting into and out of them. This control philosophy carries over from the original RE4 on the Gamecube, and exists on purpose, not as a fluke.

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..
(TTV)OnBrandRP Oct 6, 2023 @ 2:22pm 
Originally posted by 80TCS:
For whatever reason, the "crouch/dodge" command does NOT have priority over everything else, making crouching an ABSOLUTE PAIN!

You can not be holding "run" and then simply press "crouch/dodge" to actually do so!.. You have to first LET GO of the run button, THEN press crouch..

This has to be the first game I've ever played that won't let me press a button and have the bound action take precedence to whatever was pressed BEFORE it..

It makes NO SENSE CAPCOM!.. Please FIX!
It's because the game like most action based games, uses an action queuing system. Use run toggle to avoid this issue.
80TCS Oct 6, 2023 @ 2:43pm 
Originally posted by AMythicalNerd:
Originally posted by 80TCS:
For whatever reason, the "crouch/dodge" command does NOT have priority over everything else, making crouching an ABSOLUTE PAIN!

You can not be holding "run" and then simply press "crouch/dodge" to actually do so!.. You have to first LET GO of the run button, THEN press crouch..

This has to be the first game I've ever played that won't let me press a button and have the bound action take precedence to whatever was pressed BEFORE it..

It makes NO SENSE CAPCOM!.. Please FIX!
It's because the game like most action based games, uses an action queuing system. Use run toggle to avoid this issue.

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"..
Last edited by 80TCS; Oct 6, 2023 @ 2:46pm
Krypto Oct 6, 2023 @ 3:03pm 
Run toggle works as intended. I've had zero issue with the controls in this game.
80TCS Oct 6, 2023 @ 3:07pm 
Originally posted by Krypto (The Forever Sleepy):
Run toggle works as intended. I've had zero issue with the controls in this game.

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.
Last edited by 80TCS; Oct 6, 2023 @ 3:10pm
Krypto Oct 6, 2023 @ 3:09pm 
Originally posted by 80TCS:
Originally posted by Krypto (The Forever Sleepy):
Run toggle works as intended. I've had zero issue with the controls in this game.

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 toggle On/Off, it only toggles On. To stop running you have to stop moving.. 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.
80TCS Oct 6, 2023 @ 3:13pm 
Originally posted by Krypto (The Forever Sleepy):
Originally posted by 80TCS:

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 toggle On/Off, it only toggles On. To stop running you have to stop moving.. 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.
Last edited by 80TCS; Oct 6, 2023 @ 3:18pm
Krypto Oct 6, 2023 @ 3:21pm 
Originally posted by 80TCS:
Originally posted by Krypto (The Forever Sleepy):

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 do. 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.
Krypto Oct 6, 2023 @ 4:13pm 
Originally posted by 80TCS:
Originally posted by Krypto (The Forever Sleepy):

Clearly you don't actually understand what "bad design" in a game really is. Also, I'm not the one with the issue here. That's you, as you've made very clear with how much complaining you're currently doing.

You can stop with the insulting, as well.

"You are not the one with the issue" has nothing to do with my problem. I have also mentioned in probably couple of instances what elements are bad design and why. If you fail to acknowledge or refuse to agree what elements are bad design for the sake of argument, that also has nothing to do with my problem, nor does it invalidate it. Stop ♥♥♥♥♥♥♥ wasting my time.

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.
Seamus Oct 6, 2023 @ 4:29pm 
I see 80TCS is mad over nothing again.
80TCS Oct 6, 2023 @ 4:31pm 
Originally posted by Seamus:
I see 80TCS is mad over nothing again.

"Nothing" according to.. you. Gaslighting attempt acknowledged. Now piss the ♥♥♥♥ off.
Seamus Oct 6, 2023 @ 4:50pm 
Originally posted by 80TCS:
"Nothing" according to.. you. Gaslighting attempt acknowledged. Now piss the ♥♥♥♥ off.
No gaslighting.

You're just endlessly angry. Again. Over something that doesn't matter. Again.
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Date Posted: Apr 2, 2023 @ 10:53am
Posts: 21