Marvel Rivals

Marvel Rivals

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RB6 6. des. 2024 kl. 11.50
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controller aim assist
Edit:-
Let’s address this once and for all with logic, fairness, and undeniable facts.
Controller players face inherent limitations compared to mouse and keyboard users. The latter offers unparalleled precision, faster reaction times, and natural aiming fluidity due to the full-arm control and adjustable DPI settings. In contrast, controller players are restricted to using their thumbs on analog sticks, resulting in a significant disadvantage. Aim assist isn’t about ‘hand-holding’; it’s about leveling the playing field and ensuring fairness in a competitive environment.
The stigma surrounding aim assist needs to end. It’s not an overpowered mechanic—it’s a necessary tool to balance the fundamental differences between input methods. Without it, controller players are left at an undeniable disadvantage, reducing their ability to compete effectively and enjoy the game. And for those claiming aim assist ruins shooters: games like Apex Legends and Call of Duty have proven that a well-balanced aim assist system can coexist with competitive integrity while welcoming players of all inputs. Conversely, games that ignore controller accessibility alienate a massive part of their audience, leading to fractured communities and, in many cases, dwindling player bases.
Furthermore, let's not ignore the frustration of crossplay. Keyboard and mouse players often complain about losing because they’re paired with controller users on their team. This isn’t a skill issue; it’s a balancing issue. Aim assist doesn’t guarantee headshots—it simply provides controllers with a fighting chance against the precision of a mouse. Isn’t that the definition of fairness?
Game developers are not naïve. They recognize that maintaining balance is key to keeping their player base engaged and satisfied. Separating input-based queues or offering scalable aim assist are proven solutions that work without compromising the integrity of competitive play.
At the heart of this debate is one simple truth: all players deserve an enjoyable and fair gaming experience, no matter their input method. Controllers are not inherently inferior—they’re just different. Giving controller users the tools they need to compete isn’t a privilege; it’s a necessity for the health of the game and its community. The time for change is now.
Sist redigert av RB6; 7. des. 2024 kl. 13.44
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Chaos Guard 7. des. 2024 kl. 7.17 
I checked there is no aim assist in the game lol
Chaos Guard 7. des. 2024 kl. 7.17 
There is such a function, but I didn't notice any changes
RB6 7. des. 2024 kl. 7.29 
Opprinnelig skrevet av Chaos Guard:
I checked there is no aim assist in the game lol
It seems like the aim assist feature does exist in the game, but it’s not functioning as intended. It feels more like a bug than a feature right now, which might explain why there’s no noticeable impact during gameplay. Hopefully, the developers can address this issue soon to make it effective and improve the experience for controller players
ele 7. des. 2024 kl. 7.33 
Controllers aren't for shooting games; they're meant to be a disadvantage. It's bad enough we can't turn cross-play off without people on PC also hamstringing themselves.
Sist redigert av ele; 7. des. 2024 kl. 7.35
RB6 7. des. 2024 kl. 7.45 
Opprinnelig skrevet av ele:
Controllers aren't for shooting games; they're meant to be a disadvantage. It's bad enough we can't turn cross-play off without people on PC also hamstringing themselves.
It's interesting that you see controllers as a handicap or designed to be ineffective in shooting games, but the truth is quite the opposite. If that were the case, developers – who are certainly not foolish – would have abandoned controller support in these types of games long ago.

Developers know very well that each platform has its own strengths and challenges, which is why games are designed carefully to provide the most balanced experience possible. If you think controllers are a 'handicap,' it’s simply because you haven’t experienced the challenges controller players face and how they can excel with them in fair matches.

The difference in input devices doesn’t mean one is inferior; it’s diversity that enhances creativity and skill in the gaming world. If you feel controllers aren’t suitable for you, it doesn't make them any less significant or effective, it just means they require a different set of skills. In the end, if developers are working on improving the balance between input methods, it’s definitely not because they 'want to ruin the game,' but because they’re committed to making it fair and enjoyable for everyone
Kankaku 7. des. 2024 kl. 13.16 
Yeah it's pretty trash.

And the people that say aim assist isn't needed have no ♥♥♥♥♥♥♥ clue what they're talking about. A human arm vs a thumb has a movement ratio of 4:1. It's literally physically impossible to be on par with mnk without aim assist unless you're using gyro.

The stigma and misinformation needs to stop.
Sist redigert av Kankaku; 7. des. 2024 kl. 13.16
RB6 7. des. 2024 kl. 13.33 
Opprinnelig skrevet av Kankaku:
Yeah it's pretty trash.

And the people that say aim assist isn't needed have no ♥♥♥♥♥♥♥ clue what they're talking about. A human arm vs a thumb has a movement ratio of 4:1. It's literally physically impossible to be on par with mnk without aim assist unless you're using gyro.

The stigma and misinformation needs to stop.
Your words reflect an undeniable truth: comparing thumb movement on a controller to full-arm movement on a mouse and keyboard is fundamentally unfair. The physical difference alone makes competing without aim assist nearly impossible for controller players.
This issue isn’t just about ease or comfort; it’s about true equality in a competitive environment. Aim assist, when implemented thoughtfully and balanced, doesn’t diminish skill it provides players with a fair opportunity to excel regardless of the device they’re using.
This is the reality everyone needs to understand: fairness is about creating equal opportunities, not giving one side an advantage over the other
Desert Leaf 8. des. 2024 kl. 19.29 
Ive seen players completely turn toward people they never knew was there.

Ive also seen players run straight lines while the aim assist snaps to everyone in their path.

Ive seen fair aim assists, and Ive also seen hacked like behavior.

I believe games need to ban any form of false cursor positions.
RB6 9. des. 2024 kl. 1.45 
Opprinnelig skrevet av Desert Leaf:
Ive seen players completely turn toward people they never knew was there.

Ive also seen players run straight lines while the aim assist snaps to everyone in their path.

Ive seen fair aim assists, and Ive also seen hacked like behavior.

I believe games need to ban any form of false cursor positions.
Your perspective raises an interesting point, but let me clarify things further. Aim assist is not a cheat; it’s a mechanism designed to bridge the technical gap between different input devices. Controllers are inherently less precise compared to a mouse. This isn’t an opinion; it’s a technical fact. A mouse offers superior accuracy due to the natural motion of the hand, whereas controller users face significant challenges trying to achieve the same precision with just their thumb.
At times, aim assist might appear like auto-aim or something similar, but its effectiveness depends entirely on how the game is designed. Some games may feature settings that make it seem overpowered, but most professional-level games implement aim assist as a minor aid, not a game-breaking feature. Developers include it to ensure a fairer experience for controller players, not to give them an unfair advantage.
If you’ve witnessed behaviors like instant turns or sudden target snapping, it’s likely you’ve encountered exceptional scenarios or even cases of cheating. However, generalizing this to all games or all players using aim assist is unfair. Most players rely on it simply to overcome the natural limitations of a controller, not to dominate unfairly.
In fact, if aim assist were as overpowered as you suggest, complaints would be widespread among mouse players. Ironically, many mouse players sometimes feel disadvantaged having controller users on their team, given the technical limits of controllers compared to mice.
Fairness in gaming doesn’t mean removing aim assist altogether; it means refining it to balance gameplay logically across different devices. If you’re encountering players who seem to exhibit supernatural skills, it’s likely you’re facing highly skilled individuals who know how to maximize their tools, whether they’re using a mouse or a controller.
Ultimately, aim assist is a tool to level the gaming experience. The focus should be on improving and fine-tuning the system rather than opposing it outright. This approach ensures a competitive and enjoyable environment for everyone.
Dead Cell 9. des. 2024 kl. 2.02 
Opprinnelig skrevet av MR-Ghost:
Edit:-
Let’s address this once and for all with logic, fairness, and undeniable facts.
Controller players face inherent limitations compared to mouse and keyboard users. The latter offers unparalleled precision, faster reaction times, and natural aiming fluidity due to the full-arm control and adjustable DPI settings. In contrast, controller players are restricted to using their thumbs on analog sticks, resulting in a significant disadvantage. Aim assist isn’t about ‘hand-holding’; it’s about leveling the playing field and ensuring fairness in a competitive environment.
The stigma surrounding aim assist needs to end. It’s not an overpowered mechanic—it’s a necessary tool to balance the fundamental differences between input methods. Without it, controller players are left at an undeniable disadvantage, reducing their ability to compete effectively and enjoy the game. And for those claiming aim assist ruins shooters: games like Apex Legends and Call of Duty have proven that a well-balanced aim assist system can coexist with competitive integrity while welcoming players of all inputs. Conversely, games that ignore controller accessibility alienate a massive part of their audience, leading to fractured communities and, in many cases, dwindling player bases.
Furthermore, let's not ignore the frustration of crossplay. Keyboard and mouse players often complain about losing because they’re paired with controller users on their team. This isn’t a skill issue; it’s a balancing issue. Aim assist doesn’t guarantee headshots—it simply provides controllers with a fighting chance against the precision of a mouse. Isn’t that the definition of fairness?
Game developers are not naïve. They recognize that maintaining balance is key to keeping their player base engaged and satisfied. Separating input-based queues or offering scalable aim assist are proven solutions that work without compromising the integrity of competitive play.
At the heart of this debate is one simple truth: all players deserve an enjoyable and fair gaming experience, no matter their input method. Controllers are not inherently inferior—they’re just different. Giving controller users the tools they need to compete isn’t a privilege; it’s a necessity for the health of the game and its community. The time for change is now.
I whole heartedly agree, otherwise whats the point of allowing controller input if its a blatant disadvantage. Aim assist NEEDS to be consistent across the board for controller REGARDLESS of platform.
RB6 9. des. 2024 kl. 2.20 
Opprinnelig skrevet av Dead Cell:
Opprinnelig skrevet av MR-Ghost:
Edit:-
Let’s address this once and for all with logic, fairness, and undeniable facts.
Controller players face inherent limitations compared to mouse and keyboard users. The latter offers unparalleled precision, faster reaction times, and natural aiming fluidity due to the full-arm control and adjustable DPI settings. In contrast, controller players are restricted to using their thumbs on analog sticks, resulting in a significant disadvantage. Aim assist isn’t about ‘hand-holding’; it’s about leveling the playing field and ensuring fairness in a competitive environment.
The stigma surrounding aim assist needs to end. It’s not an overpowered mechanic—it’s a necessary tool to balance the fundamental differences between input methods. Without it, controller players are left at an undeniable disadvantage, reducing their ability to compete effectively and enjoy the game. And for those claiming aim assist ruins shooters: games like Apex Legends and Call of Duty have proven that a well-balanced aim assist system can coexist with competitive integrity while welcoming players of all inputs. Conversely, games that ignore controller accessibility alienate a massive part of their audience, leading to fractured communities and, in many cases, dwindling player bases.
Furthermore, let's not ignore the frustration of crossplay. Keyboard and mouse players often complain about losing because they’re paired with controller users on their team. This isn’t a skill issue; it’s a balancing issue. Aim assist doesn’t guarantee headshots—it simply provides controllers with a fighting chance against the precision of a mouse. Isn’t that the definition of fairness?
Game developers are not naïve. They recognize that maintaining balance is key to keeping their player base engaged and satisfied. Separating input-based queues or offering scalable aim assist are proven solutions that work without compromising the integrity of competitive play.
At the heart of this debate is one simple truth: all players deserve an enjoyable and fair gaming experience, no matter their input method. Controllers are not inherently inferior—they’re just different. Giving controller users the tools they need to compete isn’t a privilege; it’s a necessity for the health of the game and its community. The time for change is now.
I whole heartedly agree, otherwise whats the point of allowing controller input if its a blatant disadvantage. Aim assist NEEDS to be consistent across the board for controller REGARDLESS of platform.
You are absolutely right in what you said. If controller input is supported in the game, then an aim assist must be provided fairly and consistently, as its absence creates an unfair disadvantage for controller users and makes the experience less enjoyable and competitive. The purpose of introducing these systems is to create balance between different play styles, whether you're using a mouse and keyboard or a controller.

A game cannot be considered fair if it gives one input method an advantage over another. When cross-platform play is allowed, the definition of "balance" should be redefined to ensure everyone has the same opportunities. Fairness here is not only about providing the tools, but about ensuring that every player faces the same challenges and chances.
Punished.Kakyoin 9. des. 2024 kl. 3.45 
Opprinnelig skrevet av MR-Ghost:
Opprinnelig skrevet av Slogra:
use an input that allows you to aim

hope this helps, gl.
I completely understand your point of view, but I prefer using the controller and feel more comfortable playing with it. I have no desire to switch to mouse and keyboard just to meet certain standards. Everyone has their own way of engaging with games, and this is the method I enjoy the most. In the end, I'm not forced to change my approach, and I find that the controller gives me a complete gaming experience. Ultimately, each of us has the right to choose the playstyle that suits us best

So instead of changing how you play, you want to force everyone else to conform to YOUR view of a "balanced game"? What's next, are you going to argue for racing wheel controller support?
I mostly jest, but it's undeniable aim assist is divisive and even offensive to many, and it'd likely upset as many people as it would help. You mention games like Apex have "balanced" it, but the existence of aim assist is one of many reasons I don't play that game. I don't want to play against someone who gets the benefits of a controller and none of the downsides, balancing aim assist properly is a nightmare.

As a not quite equal comparison, look up "modern controls in fighting games". Modern controls are ways to use abilities with a single button, and do combos by repeatedly pressing the same button, instead of having to do motion inputs and string moves together.
When this system is universal to everyone like in Granblue VS: Rising, there are no problems even if the playerbase is a bit smaller. However in games like Street Fighter 6, where Modern is an entirely different way of playing, arguments are rampant and people are often frustrated. They severely nerf characters in modern by removing entire abilities, moves and nerfing the damage by 20% and it still makes people unhappy. It creates an entirely new game, aside from being extremely demoralizing to people who are putting in the effort to learn said inputs when they watch someone get perfect combos handed to them on a silver platter.

Similarly, it'd be upsetting to see someone have a noticeably easier time because the game decided to favor their control scheme over yours. What's fairer? To live with the natural advantages and disadvantages of life, or articially trying to make up for them even if it just makes things worse?

Again looking at FGs, look at the "controller vs pad vs leverless" debate. While there are people who believe leverless is at a clear advantage, there is a massive amount of players on normal gamepads and controllers, many of which have been winning tournaments for over a decade now. While they suffered some stigma in the past, FGs never got "aim assist" to make up for the differences in control types, players simply chose and trained with what they were most comfortable with. FG players put a lot of emphasis on self-improvement for competition, "iron sharpens iron", to give someone a handicap is to lessen that experience. The emotional impact must also be considered in these situations, and someone's fun shouldn't come at the expense of someone else like that.
RB6 9. des. 2024 kl. 3.55 
completely understand where you're coming

Opprinnelig skrevet av Punished.Kakyoin:
Opprinnelig skrevet av MR-Ghost:
I completely understand your point of view, but I prefer using the controller and feel more comfortable playing with it. I have no desire to switch to mouse and keyboard just to meet certain standards. Everyone has their own way of engaging with games, and this is the method I enjoy the most. In the end, I'm not forced to change my approach, and I find that the controller gives me a complete gaming experience. Ultimately, each of us has the right to choose the playstyle that suits us best
So instead of changing how you play, you want to force everyone else to conform to YOUR view of a "balanced game"? What's next, are you going to argue for racing wheel controller support?
I mostly jest, but it's undeniable aim assist is divisive and even offensive to many, and it'd likely upset as many people as it would help. You mention games like Apex have "balanced" it, but the existence of aim assist is one of many reasons I don't play that game. I don't want to play against someone who gets the benefits of a controller and none of the downsides, balancing aim assist properly is a nightmare.
As a not quite equal comparison, look up "modern controls in fighting games". Modern controls are ways to use abilities with a single button, and do combos by repeatedly pressing the same button, instead of having to do motion inputs and string moves together.
When this system is universal to everyone like in Granblue VS: Rising, there are no problems even if the playerbase is a bit smaller. However in games like Street Fighter 6, where Modern is an entirely different way of playing, arguments are rampant and people are often frustrated. They severely nerf characters in modern by removing entire abilities, moves and nerfing the damage by 20% and it still makes people unhappy. It creates an entirely new game, aside from being extremely demoralizing to people who are putting in the effort to learn said inputs when they watch someone get perfect combos handed to them on a silver platter.
Similarly, it'd be upsetting to see someone have a noticeably easier time because the game decided to favor their control scheme over yours. What's fairer? To live with the natural advantages and disadvantages of life, or articially trying to make up for them even if it just makes things worse?
Again looking at FGs, look at the "controller vs pad vs leverless" debate. While there are people who believe leverless is at a clear advantage, there is a massive amount of players on normal gamepads and controllers, many of which have been winning tournaments for over a decade now. While they suffered some stigma in the past, FGs never got "aim assist" to make up for the differences in control types, players simply chose and trained with what they were most comfortable with. FG players put a lot of emphasis on self-improvement for competition, "iron sharpens iron", to give someone a handicap is to lessen that experience. The emotional impact must also be considered in these situations, and someone's fun shouldn't come at the expense of someone else like that.
Sloppy 9. des. 2024 kl. 3.57 
Opprinnelig skrevet av Punished.Kakyoin:
Opprinnelig skrevet av MR-Ghost:
I completely understand your point of view, but I prefer using the controller and feel more comfortable playing with it. I have no desire to switch to mouse and keyboard just to meet certain standards. Everyone has their own way of engaging with games, and this is the method I enjoy the most. In the end, I'm not forced to change my approach, and I find that the controller gives me a complete gaming experience. Ultimately, each of us has the right to choose the playstyle that suits us best

What's next, are you going to argue for racing wheel controller support?

Haha, my thoughts exactly, I was just going to joke about that too but you beat me to it by 10 minutes.
Roland's 2nd 9. des. 2024 kl. 4.01 
Opprinnelig skrevet av Kankaku:
And the people that say aim assist isn't needed have no ♥♥♥♥♥♥♥ clue what they're talking about. .
I've been using controller for over 15 years for literally every PC game because my arthritis does not allow me to use Keyboard and Mouse for very long.
I make controller profiles for games that do not support controller, using things like Steam Input, and back in the day Pinnacle Game Profiler.
I play ♥♥♥♥♥♥♥ StarCraft with a controller.
I do in fact know what I am talking about.

You don't need aim assist if you know how to tune your ♥♥♥♥ and control your thumbs, it is a crutch for those that don't want to build the skills up or can't accept that they lack the skills.

And this entire thread was pointless anyway because the options already exist in the game and OP was asking for something that is already there; they are just not working at the moment. Instead of going on these completely pointless and exhausting rants, they should have been filing a support ticket with customer support.
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