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Concept Jul 10, 2017 @ 5:08pm
Great game, great movement!
The developers added a new track pad movement scheme and kept the original so I had to come back and change my topic. I just had a chance to play with the new controls for about 2 hours and it plays just as I imagined. They kept the original controls so if you perferred those nothing has changed. If you're proned to getting motion sickness maybe stick with the original scheme or at least move your body a lot in real life as you move. If you move your legs and body as you press the directional pad it feels really cool. Probably the least immersion breaking movement I've played yet. If the devs jumped on this issue this quickly I can only imagine what's in store for us as this game progresses. Great game guys!
Last edited by Concept; Jul 12, 2017 @ 11:13am
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Showing 1-15 of 83 comments
Botch Jul 10, 2017 @ 5:29pm 
EDIT:

**** YES. 10/10




I have to agree. The game is just good enough that I plan on holding on to it until they make movement a little less counter intuitive.

This game shines for the few seconds when going toe to toe against opponents, but moving quickly brings you out of that immersion.
Last edited by Botch; Jul 12, 2017 @ 3:07pm
Concept Jul 10, 2017 @ 6:35pm 
Yeah it really works against you when you can't move easily to dodge and three guys are surronding you. Takes you right out of the immersion when you have to frantically try to ski away.
Magnetar Jul 10, 2017 @ 7:19pm 
Yeah the movement is horrible, im thinking of refunding it until they change it.
Morgan Millipede Jul 10, 2017 @ 8:52pm 
I actually really like the movement since I can "lunge" to the enemies and quickly retreat, but options are always nice.
Last edited by Morgan Millipede; Jul 10, 2017 @ 8:57pm
TheSambassador Jul 10, 2017 @ 8:58pm 
Yeah, in some cases devs can come up with interesting/innovative control solutions, but in this case, new is definitely not better. It feels incredibly awkward and clumsy.
[SLAK] Tasty Jul 10, 2017 @ 9:19pm 
Clicking down on the Rift thumbsticks to activate the arm-swing movement is certainly not great... maybe use [A] and [X] buttons instead pls Devs?
Fillet Jul 10, 2017 @ 10:08pm 
Yeah, it's the ♥♥♥♥♥♥♥ worst. I'm on the brink of refunding. I don't want to have to give up one of my arms to movement. What, am I in a wheel chair? Am I picking my legs up and moving them with my hands? Just give us normal trackpad motion. If they're really in love with it they should do like Deus Vult did and at least include trackpad motion as an option


EDIT: Hooray! Cheers devs! Much more playable for me. Much appreciated. I'll probably give it a try your way at some point. It was just a bit of a barrier after playing so many trackpad games. May want to take a look VR Dungeon Knight for another possibly viable Armswing based movement scheme.
Last edited by Fillet; Jul 13, 2017 @ 12:21am
FriendCalledFive Jul 10, 2017 @ 10:17pm 
As a Rift user I hate the movement as well, especially with having to hold the stick down.

Just let me move slowly with my joystick, it is completely intuitive, dragging arms to move is nauseating and counter intuitive.

At least give us the option to not have that locomotion forced on us, it is a SP game, so it isn't affecting anyone else if we choose to play it with a sensible control scheme that has been used for 15 years.
Last edited by FriendCalledFive; Jul 10, 2017 @ 10:19pm
Concept Jul 10, 2017 @ 10:44pm 
Vive has the track pad and Oculus has an analog stick. Both controllers you can hit which direction you want to move and move that way. Why not just make it that simple? I've never had a game feel so on point but not. The game is so fun and then you have to move.
Avenga76 Jul 11, 2017 @ 6:27am 
+1 I don't like arm swinger games, especially when you are using your arms for swinging swords

An option to change between arm swinger or stick would be better
raithza  [developer] Jul 11, 2017 @ 6:57am 
Enough people are complaining that I'll look into it. But seriously, if you think you can't move to dodge easily you must be using the scheme incorrectly. I'm curious as to what people are actually doing? The agility of this system is the main benefit.
burzum Jul 11, 2017 @ 8:09am 
The agility is nice but I dislike the fact you give up a hand for combact as well. So yes, I would be happy to have optional additional movement methods as well. :)
Cell Jul 11, 2017 @ 9:28am 
Are you seriously suggesting that people aren't using the scheme correctly? It's a game about using 2 hands in combat, yet you have to use one of those hands to get around. That's bonkers.

Maybe just look to improve it based on player feedback and not suggest 'everyone's wrong, i'm right'.
A Huge Heckin Hat Jul 11, 2017 @ 10:27am 
Originally posted by raithza:
Enough people are complaining that I'll look into it. But seriously, if you think you can't move to dodge easily you must be using the scheme incorrectly. I'm curious as to what people are actually doing? The agility of this system is the main benefit.
I hate to go on the attack here, but don't you think if so many people are struggling to use it correctly, it's poorly explained/implemented? I can say that when I played, it felt very ineffective for quick movements, like I was confined to baby steps. Maybe I'm using it wrong, but given the lack of tutorials or explanations for a vast majority of the mechanics, it seems the issue here is on your side. Which is, honestly, a shame, since this game is so fantastic otherwise.
Last edited by A Huge Heckin Hat; Jul 11, 2017 @ 11:46am
borisv13 Jul 11, 2017 @ 10:41am 
I find it hard to justify not giving users options.
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GORN > General Discussions > Topic Details
Date Posted: Jul 10, 2017 @ 5:08pm
Posts: 83