Killing Floor: Incursion

Killing Floor: Incursion

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Stig 14 Thg11, 2017 @ 12:21pm
Locomotion, hand direction
Hi

Do you have any plans on implementing the ability to walk towards where your hand is poiting, instead of walking towards where your head is pointing. The former is the most common locomotion for Vive users I believe. Furthermore, the graphics really take a beating when using locomotion, e.g., you can see level of detail increasing in discrete steps instead of continous as you move.

Additionally, the whole "beware of facing in a direction where your sensors can't see you proper" does not really apply to the Vive setup, i.e., it leaves a sour taste of "simple Oculus port".

I'm still evaluating the game, and there are many things that I am very satisfied with :)



/ Stig
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shadowqiller 14 Thg11, 2017 @ 12:32pm 
I agree , this game could be polished up a lot more for Vive users. We need the hand direction because head direction is super annoying.
Mr Peanuts 14 Thg11, 2017 @ 1:24pm 
Seconded, will not play games with head tracked movement, not sure how any dev can think that is preferred.
CrazyManOPS 14 Thg11, 2017 @ 2:16pm 
Agree
Doctor 14 Thg11, 2017 @ 4:57pm 
i also agree, following your head when moving is a terrible setup, if your walking down the street in real life and you turn your head to read a sign as you walk passed, "most" people dont crash into it,

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
Lần sửa cuối bởi Doctor; 14 Thg11, 2017 @ 9:20pm
REKTs Buttz 14 Thg11, 2017 @ 5:08pm 
I thought that 7 days they pushed the game back was to polish this garbage......they lied??....say it isnt so!!!!! They need to play serious sam VR or dead effect 2 VR to get it. I dont even know you could play with that locomotion....SO SLOW!!!!
Lần sửa cuối bởi REKTs Buttz; 14 Thg11, 2017 @ 6:38pm
A Pile of Owls 14 Thg11, 2017 @ 8:02pm 
Personally, I prefer movement based on head direction (and am apparently in the minority). That being said, there should be a friggin choice between the two...
REKTs Buttz 14 Thg11, 2017 @ 8:05pm 
Nguyên văn bởi A Pile of Owls:
Personally, I prefer movement based on head direction (and am apparently in the minority). That being said, there should be a friggin choice between the two...

You are literally the first human being ive ever heard say this.....lol
mrtokyo123 15 Thg11, 2017 @ 4:54am 
+1
Free loco! plz
AttackOnKronos 6 Thg11, 2018 @ 12:50pm 
you sure you didnt miss anything in the options menu? Not being a smarta$$ here, just wondering. Because on the PSVR I have full locomotion, point to walk movement. I point left, I walk left (walk with left control and tele with right). So Im just curious if its the same across platforms?
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.
Michael Moist 14 Thg08, 2019 @ 2:11pm 
Forward movment based on HMD direction feels unatural and uncomfortable for me. I'm really disappointed that the developers still hasn't done anything about it after all these years :(
Bottle of Acid 17 Thg08, 2019 @ 10:40am 
HMD directional walking is actually sensible. It allows you to strafe back and forth with the analog sticks while both hands are free to dual wield weapons and attack independently. If the analog stick was tied to hand direction you'd have a weird time trying to maintain a consistent strafe as your hands are swinging around. Of course you wont think its an issue if youre mostly using two handed rifles and your dominant hand is largely kept forward.
Michael Moist 18 Thg08, 2019 @ 4:23am 
I can see why some people prefer this, and that's why VR games should have options :)
REKTs Buttz 14 Thg10, 2019 @ 9:09pm 
Nguyên văn bởi Lord Of The Abyss™ Faadih:
Nguyên văn bởi LFAL:
HMD directional walking is actually sensible. It allows you to strafe back and forth with the analog sticks while both hands are free to dual wield weapons and attack independently. If the analog stick was tied to hand direction you'd have a weird time trying to maintain a consistent strafe as your hands are swinging around. Of course you wont think its an issue if youre mostly using two handed rifles and your dominant hand is largely kept forward.

This.
Anyone who complains about HMD oriented movement has obviously never strafed in videogames before.

Not that i have issues with the option for both, but people saying it's the "preferred" method need to chill.
I on the other hand instantly refund a game that doesn't have HMD oriented movement.

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
Bottle of Acid 14 Thg10, 2019 @ 9:49pm 
Nguyên văn bởi SGT Pinchaloaf:
Nguyên văn bởi Lord Of The Abyss™ Faadih:

This.
Anyone who complains about HMD oriented movement has obviously never strafed in videogames before.

Not that i have issues with the option for both, but people saying it's the "preferred" method need to chill.
I on the other hand instantly refund a game that doesn't have HMD oriented movement.

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.
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