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Báo cáo lỗi dịch thuật
following your hand is a much better idea, games that follow the your head tracking are absolutally terrible,
simply disabling the movement following the head tracking and using thumbpad only as a quickfix would greatly improve the gameplay,
but all of this should be optional, in its current state its horrible to play,
teleporting suits people that get sick easy, but for me it ruins the emersion and you spend more time teleporting then doing anything else,
this urgently needs locomotion optional configuration for those who prefer:
teleporting, head tracking, hand tracking, and thumb pad
but as i said, to make it more playable while other options are being worked on, an option to disable movement towards head tracking and leaving the thumb pad temporarly in its current state would make all the difference as a quickfix
You are literally the first human being ive ever heard say this.....lol
And Im only here to compare and contrast issues between devices, seems like everyone agrees that the matchmaking sucks for this. Ive spent 30min in a online lobby as host waiting on someone to join. I try and find a online game, "no games found - starting one as host"....whaaat?
As fun as this game is, it could be so much more with a bit of work.
I strafe just fine with hand oriented direction......what messes everything up is turning your head to look behind you but you still want to continue in the original direction ......thats why (we'll be fair here) half of us hate head oriented direction
Can't really think of how many times I physically turned my head behind while trying to maintain a forward strafe. The way I see it is really down to how you play your games. Personally 90% of my movement and turning is using the dual analog sticks, and I turn my head to adjust and look up and down, or to focus on certain things.
Hand oriented movement sucks for me because my hands are often moving a lot every time. Sometimes they are swinging around, or behind me or whatever. If I swing an axe in a broad stroke itd be annoying if my character turns with the axe and unintentionally moves towards the side. Then if my hand is behind my back drawing out a bagpack I dont want to end up reversing my walk direction just because the controller is facing the back.
In an intense fighting game you really need to separate your hand actions from your walking. Hand oriented movement only works if you play very passively with your hand actions. Basically games that dont require you to swing or shuffle your hands in different positions at all times while moving. Its fine for some people because they play locked forward with a rifle ingame, and they only ever move with their rifle pointed forward. There is a reason action games almost always defaults head orientated movement instead of hand movement. I'd like to think that the amount of people who prefer hand orientated is actually a lot smaller, thats why most youtube VR videos use head orientated.
Head orientation is actually a lot more intuitive because it mirrors your traditional FPS games on pancake screens. Think of your character as a camera, and the move stick always controls the camera itself instead of pivoting it from another point(hand). Left and right on the stick ALWAYS strafes when doing head orientated, which is important because controls should always reflect the same action. In hand orientated, if my right hand is pointing to my right, what happens if I push left? I end upwalking forward which is not expected behavior.