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Possible to get dual stick movement?
The concept of this game has me interested, as did the fact that it doesn't require teleporting, but the method of movement to point and then move in that direction is really unintuitive. If it's for VR players that don't get motion sick, can you put in normal game movement options with using the analog controls? Unless it's there and I'm just blind.

I really like how tight the style and how tight the controls are otherwise.
Last edited by Aftermath rar; Apr 9, 2017 @ 6:36am
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Showing 1-12 of 12 comments
shippage Apr 9, 2017 @ 1:53pm 
I agree, I strongely dislike the controls. The thumb stick moving foward as the controller is facing makes no sense, when I move a joystick in a direction, I expect to go that direction. Also I really need some method of turning. I don't want to have to move my entire body to rotate, which is something you do a lot.
Fishy Cube Apr 9, 2017 @ 3:33pm 
The dev mentioned in the pinned feedback thread that he is working on Onward-style movement as an option for the next update, which I am really looking forward to, all other movement systems feel bad IMO.
Last edited by Fishy Cube; Apr 9, 2017 @ 3:34pm
BEVAN  [developer] Apr 10, 2017 @ 1:40am 
Originally posted by Siegfoult:
The dev mentioned in the pinned feedback thread that he is working on Onward-style movement as an option for the next update, which I am really looking forward to, all other movement systems feel bad IMO.

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.
Aftermath rar Apr 10, 2017 @ 8:50am 
Cool, sorry if I came off a little harsh in the initial comment. I'll be looking forward to when this updates. The weapon reloading on the SMG was really cool to tinker around to figure out and is quite satisfying to try to do while in a rush. I'm sure I'll spend a ton of time in this game since there's very little downtime and a surprising amount of different skills needed.

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.
Last edited by Aftermath rar; Apr 10, 2017 @ 9:00am
TexRob Apr 10, 2017 @ 5:57pm 
Amen to this. This is a FPS, I want to play this at lightning speed, and that means full stick movement. I'm one of the lucky ones that just doesn't get sick in VR no matter what, and even more people get VR legs and are able to tolerate it.

This is frustrating now, but once we get more movement options I'm excited to give it a go.
Flame Soulis Apr 11, 2017 @ 9:39pm 
Honestly, I have no issues with the movement, but that being said, it'd be nice to have the left stick only function as a teleport function IF held down and operate as a traditional movement stick when just moved around.

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.
The Cable Center May 1, 2017 @ 8:44am 
I have been "testing" this for hours and can't find a thing wrong with it. The controls for the Rift are perfect. I'm so glad that I'm not stuck in teleporting only. Frankly, I wouldn't even have it as an option except that I can move faster if needed. Do I get motion sick? Nope. I used to in the old days but haven't in forever. For many people I think this is something that can be over come. Best experience in VR so far. Five stars. Is it possible to donate somewhere?

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.
Last edited by The Cable Center; May 1, 2017 @ 8:47am
Tenka May 2, 2017 @ 7:18pm 
I honestly don't know how anyone can use this movement scheme.

How do you guys circle strafe an enemy with this?
Cpt Blood May 5, 2017 @ 11:21am 
There are three directions in use, the direction you are looking, the direction your body is facing and the direction of your hand holding the movement controller. Strafing is easy when you realise you can change direction of movement by twisting your hand, not your whole body. In the Vive, I've found this very easy control system to use, so much so that I hardly have to think about how to move the controller to move where I want to.

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.
Tenka May 5, 2017 @ 7:08pm 
Originally posted by Cpt Blood:
There are three directions in use, the direction you are looking, the direction your body is facing and the direction of your hand holding the movement controller. Strafing is easy when you realise you can change direction of movement by twisting your hand, not your whole body. In the Vive, I've found this very easy control system to use, so much so that I hardly have to think about how to move the controller to move where I want to.

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.
Flame Soulis May 6, 2017 @ 1:58am 
Originally posted by Cpt Blood:
There are three directions in use, the direction you are looking, the direction your body is facing and the direction of your hand holding the movement controller. Strafing is easy when you realise you can change direction of movement by twisting your hand, not your whole body. In the Vive, I've found this very easy control system to use, so much so that I hardly have to think about how to move the controller to move where I want to.

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.

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.
M3 (LS-DOS) Oct 15, 2017 @ 4:58am 
Count me among those who think thumbstick movement and smooth/fast right stick turning would be welcome options.
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Date Posted: Apr 9, 2017 @ 6:25am
Posts: 12