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Thanks Siegfoult. Yes this is true - more movement options wil be added soon. I need to put this information in a more visible location as it's mentioned in every thread :P
Thanks for the feedback aftermath.
Shippage, I only have access to a Vive so can't test on a Rift yet, but all the things you mention will be options in the update.
It's too bad you don't have access to a Rift, but the Onward controls sound likea good step. The other VR games to compare with are Serious Sam and Minecraft, which are just about perfect. The left stick is akin to WASD and the right stick controls Yaw. Since it's analog you can control speed and whatnot by the degree of tilt (hopefully not a nightmare to program in). It'd also add an interesting mechanic where you need to stop moving to reload, since clawing on the touch controller is very difficult.
This is frustrating now, but once we get more movement options I'm excited to give it a go.
The reason the 'movement' hand dictates movement direction is because there are TWO rotations: your body rotation (the hand in this case) and your looking rotation (does this need explaination?). In High Fidelity, for example, the forward momentum is based on looking rotation, which I find a bit strange if I want to look around and keep moving foward (aka I walk around like a drunk in VR). In this game, I can look around freely, aim and fire and keep a consistant direction. However, I do understand that some people may not want that and may prefer the other. To each, their own.
I tested the game on my Oculus DK2 and Razer Hydra, and it was a blast... when I could face forward (180* VR limitation). Turning support would be a major plus for accessability to more people.
I am using CV1 with Rift Controllers and have three sensors. WHen I didn't have three sensors working it would have been nice to have rotation on the toggles. I died many times because I couldn't turn around. :)
As to point and moving not being intuitive I beg to differ. After five seconds I figured that out and use it without thinking.
How do you guys circle strafe an enemy with this?
I haven't tried it in the Rift yet, but the way the Touch controllers are held suggest it's not so easy or natural to twist your hand in another direction, which may be why Rift users are finding the controls more cumbersome.
It might be a Rift thing yea. But even so, you need to do a full wrist movement to shift direction as apposed to a simple thumb-stick/pad movement which is far less cumbersome.
I don't know, I think anyone who has ever played a fast paced FPS on flat would find the thumb-stick/pad movement far more intuitive. Given how popular FPS's are pre-VR, I would have thought that would be almost everyone. Aparently that's not the case.
Huh, forgot about the third rotation, but that only really works if you truely know where the body is looking, which would need a tracker of its own. In theory, with the HTC Pucks or whatever they're called coming out, this is doable... or I guess a third controller in your pocket?
As for the thumb sticks, I use Razer Hydras, so I kind get the best of both worlds (wand styled controllers with analog sticks). That being said, I'd be fine with the left stick MAYBE having an option to strafe, but full 'dual stick' support I'm not so sure. A major advantage I see with at least full control on the left controller is being able to move and reload at the same time. Then again, my experiences so are are standing versions (small room), so it mostly depends.
That all being said, I am not againt the right stick being used for turning, even if it's just 45* snap turns. Being an Oculus user, I can only deal with 180* of freedom and not the full 360* the game wants. Having the option to snap turn would really solve that.