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It's not as natural to move your mouse between the upper left and lower right. You end up lifting your palm off of the controller to move your thumb to the lower right even.
As such, whenever I needed to turn around, I always turned to the right in the game because it was faster and easier. Trying to turn to the left was very slow (unless I wanted to end up looking at the floor).
I think slightly tilting the pad would help. Instead of it being oriented like +, it would be more like X, though not quite that extreme. That way the horizontal direction is more in line with your thumb's natural movements. Looking down or up would be a bit more difficult, but up and down are generally less important than left and right in a 3D game.
Pushing the top left part of the pad into the controller and lifting the bottom right up into your hand may help as well, as you would be able to easier reach the top left and pull your thumb back for the bottom right. It would also help to prevent the tip of your thumb trying to touch the pad and use it (if your skin isn't touching the pad, it won't work. If your nails are a bit long, you lose contact - I need to cut my nails!).
The same can be applied to the left touch pad (just reverse all lefts and rights). I noticed with the left touch pad, movements are jerky. It's not smooth. So, if you are trying to just inch forward, you'll end up quite a bit more forward than you mean to. I think this is due to the left pad acting as a digital instead of analog joystick. You lose a lot of the smoothness.
I have no idea how much will change in the design of the controller. If molds and such are already made and it's too expensive to re-design and re-create the molds, we may not see a change in the overall design of the controller. Some small parts (such as the functionality of the pads) may just be software or hardware related for the controller instead of design related, which are much more likely to be changed.
I realized a couple of things. Both the PS and Xbox controllers have the joysticks positioned in such a way that moving from left to right or right to left feels not only natural, but it's easier to go exactly horizontal without accidentally going diagonal.
For example, on all of the PS controllers, the joystick is positioned low on the controller and it's natural for your thumb to rest at that position without needing to stretch. On an Xbox controller (I only have an old corded one that we use for connecting to our PC), the right is low and the left is high. The low right one feels more natural, but the high left one isn't bad either, though you do have to change your hand's position a bit to use it as well as the top bumpers.
The Steam controller picked a position (going by the center of the touch pad where your thumb is supposed to naturally rest), directly between those two points (between low and high). This is part of what causes your thumb to go on a diagonal.
The pad is also set deep into the controller, causing your thumb to reach a bit across your hand. Joysticks naturally stick out of a controller so your thumb is raised up and you don't have to reach as far.
The touch pads are also very large. About an inch and a half in diameter. The range of movement on a joystick is a lot smaller. Closer to an inch or less. This means you have to move your thumb a lot further with the touch pad to get the same result from a joystick. Even a PS4 controller has a smaller movement range than a PS3 controller. With that large touch pad, you end up stretching your thumb a lot more to reach the far corner and move your thumb up to it's tip to reach the near corner. You can only reposition your hand so far to do it as the large handles get in the way or you have to move your hand off of the controller (thus have less control) to get the near spot.
So, a few recommendations on design based on this:
- Smaller touch pad, maybe only an inch in diameter or less.
- Move the touch pads closer to the bottom of the controller, maybe where those two buttons near the long button are. Yes, it's a similar setup to a PS controller, but your thumb feels more comfortable there.
- Lift the touch pads out of the controller. This will make for a bigger, bulkier controller, but it would also make it feel more comfortable.
- Smaller handles. Those large handles prevent players from moving their hands towards the buttons in the center as well as fully utilizing the touch pads. It also makes it more difficult for kids to use the controller.
I like the idea of touch pads on a controller for actually playing the game, but the design could use some work if you are going to play a game for longer than 10 minutes without getting frustrated with it.
There are some software issues that could be ironed out (such as smoother movement with the left touch pad - it acts like a D-pad instead of a joystick). But a lot of that comes from just remapping PC games to use a console system and controller. I'd like to see a game specifically designed for this system and controller to see how it fairs.
The more I use it, the more it grows on me. It's harder to find legitimate feedback for change when the controller uses two large trackpads for movement. Any slight change to the design could drastically alter the entire controller. And it could either turn out very bad or very good. I currently just can't envision a good in-between without turning at least one pad into a stick. But I am all for the implementation of "directional divots" (similar to that of a D-Pad etched on the pad) so that my thumb has a guideline for how much in a given direction my character is moving.
Though I do agree, it does need some ironing out. I have problems with the controller giving too much feedback -- or not enough -- at any given time (which is simply solved by unplugging/replugging) but it's a huge inconvenience as I should have TOTAL control over movements (based on mouse sensitivity preferences), not partially controller dictated.
I've noticed a few other testers (as well as Tommy Refenes, a dev on Super Meat Boy) recommended adding some kind of guiding divots, or bumps, or lines, to the pads to help orient up/down/left/right. Also, I think I remember seeing in the pictures of Valve's earlier prototypes that some of them actually did have lines on them. Perhaps Valve took them out just to see what testers thought about it?
I'm not a tester, but I think some kind of tactile marks would really help, not only for when the pad is used as 4 separate buttons, but also when it's used as a mouse, as Jlewis326 mentioned, to get directional awareness spot on.
Other than that, the only physical improvements to the controller I would like to see, in terms of comfortability and improving the thumbs' natural movements, would be to orient the handles so that the thumbs, when pointed up, are as parallel to each other as possible. This goes back to Jlewis326's point about whether the location of the pad is at 0 degrees horizontal, 45 degrees, or 90 degrees (+ vs x) for the thumb. If the thumbs are parallel to each other (ie 90 degrees from horizontal), then the "up" on the pad will be the "true up", and the "right" the "true right", if that makes sense.
Also, I liked Jlewis326's recommendation in this thread about having a more gripping material (like rubber) on the sides of the handle to reduce slippage. Other than that, I think Valve should look into tweaking the ergonomics of the controller, but it needs to keep the controller's general layout.
PS - I've heard from other testers that you can 1) set the left pad so that movement needs you to click down on the pad (so you can rest your thumb on it without triggering movement) and 2) you can set the "outer ring modifier" on the right pad to do a continuous turn when looking (so you don't have to keep repeatedly picking up your thumb and dragging it across the pad).