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Keyboard Flight Controls

First post
Author
Amak Boma
Dragon Factory
xX SERENITY Xx
#21 - 2014-11-15 15:26:02 UTC
add WASD manual controll as option to be turned off and turned on
CCP Nullarbor
C C P
C C P Alliance
#22 - 2014-11-15 15:27:41 UTC
Amak Boma wrote:
add WASD manual controll as option to be turned off and turned on


It is already totally optional, you can rebind the keys to whatever you like, or nothing at all.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Aethlyn
Brutor Tribe
Minmatar Republic
#23 - 2014-11-15 15:51:09 UTC
I think I've did half a turn so far, then the controls stopped working. Rebound them to cursor keys (to avoid them overlapping with overview hotkeys), yet my Dramiel doesn't want to turn. Am I doing something wrong?

Looking for more thoughts? Follow me on Twitter.

Keras Authion
Science and Trade Institute
Caldari State
#24 - 2014-11-15 15:56:53 UTC
Flying a small ship with manual control is fun and even useful for navigating around objects. They even respond well without rubberbanding. I managed to get the ship to turn in only one direction at a time which made it feel a bit clunky as you couldn't turn up right or any other diagonals. Even so, I can see this being useful with small ships.

This post was rated "C" for capsuleer.

Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#25 - 2014-11-15 16:00:16 UTC  |  Edited by: Sentient Blade
I'm just playing on SISI with it now. It's fun but a little disorientating.

- If my ship is banking at 45 degrees and I push back I expect my ship to stay at that kind of banking and change direction perpendicular to my plane of travel. Instead I just end up pointing upwards.

- I tried some advanced maneuvers, such as going nose down, holding A and trying to corkscrew downwards, but rather than holding this and letting me drop height while spinning around, I soon end up spinning around on the near horizontal plane.

- The faster ships (I tested with a 1mn dramiel) seem quite a bit slippery, often overshooting where I'm trying to point them.


I think flight controls have absolutely fantastic potential, but they need to function better with regards to nose movement and direction of travel.
Bahador Wolfman
The Study of Wumbology
Test Alliance Please Ignore
#26 - 2014-11-15 16:04:29 UTC
Add Oculus Rift support next....do iittttt
Ralph King-Griffin
New Eden Tech Support
#27 - 2014-11-15 16:15:52 UTC
confirming the controls don't work for me with the tracking camera on What?

nor do they work on my pod.
Soden Rah
Federal Navy Academy
Gallente Federation
#28 - 2014-11-15 16:16:53 UTC
CCP Nullarbor wrote:
Manual flight controls are now enabled on Singularity.

How do I get to Singularity
https://wiki.eveonline.com/en/wiki/Singularity

What are the keys?
You will need to manually bind the keys first, in the settings menu under Shortcuts -> Navigation

[img]http://i.imgur.com/CjYcmQM.jpg[/img]

Can I do rolls / flips?
No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down.

Joystick Support?
Yes it would be possible, we will look into this if the testing goes well.

Follow camera
Yeah this would be pretty cool. We have it on our list of things to investigate, possibly as some variation of the tracking camera.

Feedback should go in the thread here. Enjoy!



I love this and have wanted it since I stated playing. Thankyou.

I think the follow camera is more than just 'pretty cool' ... It's essential to being able to use this properly.
I've just been flying through and around an asteroid belt, and trying to keep the view looking where I am going while flying is near impossible. and stops me from being able to do anything else.
FistyMcBumBardier
State War Academy
Caldari State
#29 - 2014-11-15 16:26:07 UTC
Hello guys, I like the idea and the ability to opt into this so early is amazing.

Here is some feedback:

Since you need to be zoomed in order to see your ships direction and heading, please consider including ship vectors or something related in the overview so that we know who is approaching, who is moving away, and what their general heading is. When fighting multiple targets the overview is somewhat lacking in information, this is aided by zooming out.

It would also be nice in fleet fights and zoomed completely out to know which general direction your ship is heading, as it is now, ship trails, hull damage, or broadcasting are the only real way to know where your ship is located when zoomed completely out. Something to know where your ship is headed while zoomed out would accomplish the goal of helping newer players feel like they are in control, as well as helping everyone with situational awareness.

Maybe also include a hot-key to lock the closest target on overview? If you guys are leaning towards having more control on the keyboard, then this would be a nice feature. It would also be very helpful while kiting with this feature.

I don't know about this, but when zoomed out and playing purple boxes vs. other boxes online, it would be a cool idea to have an arrow to let you know which direction everyone is going. So it could instead be purple vectors vs. other vectors online.

Thanks for getting this feature up so quickly onto the test server.

-The pilot formerly known as FistyMcBumBasher
Jack Tronic
borkedLabs
#30 - 2014-11-15 16:55:21 UTC  |  Edited by: Jack Tronic
Felicity Love wrote:
This is a waste of developer time.

You're suggesting a change originally based on the feedback from NON-EVE players. With the massive wisdom and experience of a whopping 30 minutes of game time they had, how the HELL does that even merit consideration for a significant change to the UI when those of us who have been playing for years have to ***** FOR YEARS to get the devs to do pretty much anything ?

If you have to implement it, to gain new players, who are obviously just looking for a FPS ( first person spaceship ) game -- then WHY DON'T YOU PUSH faster development on "Valkyrie" ?

You know as well as we do that most players who want that pure "space fighter" kind of game are going to gravitate towards "Valkyrie" anyway, especially the those players who want the POV of sitting in the cockpit for every second of PVP goodness.

Finally, if you must implement it, then ALWAYS leave it OPTIONAL.

Those of us who have been playing for many years know how to fly our ships just fine without repeatedly pounding on ASDW or holding a specific key down until warp initiates.

Please -- put your daily 9 to 5 to better use than this trivial crap. Thank you.


Dear nub,

External feedback is GOOD because the people using the product already will not complain enough about first impressions and usability. The goal is to capture more users which provides a revenue stream to keep improving the product for everyone.

Regards,
Guy who does development on software projects


Anyway, this isn't an required, it's optional, it never was said "required" anywhere, they even say EVE is not a dogfighting game. There is no UI change for this, you cry over nothing.

This is basically eyecandy for space addicts.
Adrie Atticus
Caldari Provisions
Caldari State
#31 - 2014-11-15 17:01:27 UTC
Jack Tronic wrote:
Felicity Love wrote:
This is a waste of developer time.

You're suggesting a change originally based on the feedback from NON-EVE players. With the massive wisdom and experience of a whopping 30 minutes of game time they had, how the HELL does that even merit consideration for a significant change to the UI when those of us who have been playing for years have to ***** FOR YEARS to get the devs to do pretty much anything ?

If you have to implement it, to gain new players, who are obviously just looking for a FPS ( first person spaceship ) game -- then WHY DON'T YOU PUSH faster development on "Valkyrie" ?

You know as well as we do that most players who want that pure "space fighter" kind of game are going to gravitate towards "Valkyrie" anyway, especially the those players who want the POV of sitting in the cockpit for every second of PVP goodness.

Finally, if you must implement it, then ALWAYS leave it OPTIONAL.

Those of us who have been playing for many years know how to fly our ships just fine without repeatedly pounding on ASDW or holding a specific key down until warp initiates.

Please -- put your daily 9 to 5 to better use than this trivial crap. Thank you.


Dear nub,

External feedback is GOOD because the people using the product already will not complain enough about first impressions and usability. The goal is to capture more users which provides a revenue stream to keep improving the product for everyone.

Regards,
Guy who does development on software projects


Anyway, this isn't an required, it's optional, it never was said "required" anywhere, they even say EVE is not a dogfighting game. There is no UI change for this, you cry over nothing.

This is basically eyecandy for space addicts.


Tell me Mr Developer, why would a company produce two products, hype them to the sky, hope that everyone buys both and then suddenly merge them into an older product which will give them less revenue and waste development resources?
Jack Tronic
borkedLabs
#32 - 2014-11-15 17:03:45 UTC
Adrie Atticus wrote:
Jack Tronic wrote:
Felicity Love wrote:
This is a waste of developer time.

You're suggesting a change originally based on the feedback from NON-EVE players. With the massive wisdom and experience of a whopping 30 minutes of game time they had, how the HELL does that even merit consideration for a significant change to the UI when those of us who have been playing for years have to ***** FOR YEARS to get the devs to do pretty much anything ?

If you have to implement it, to gain new players, who are obviously just looking for a FPS ( first person spaceship ) game -- then WHY DON'T YOU PUSH faster development on "Valkyrie" ?

You know as well as we do that most players who want that pure "space fighter" kind of game are going to gravitate towards "Valkyrie" anyway, especially the those players who want the POV of sitting in the cockpit for every second of PVP goodness.

Finally, if you must implement it, then ALWAYS leave it OPTIONAL.

Those of us who have been playing for many years know how to fly our ships just fine without repeatedly pounding on ASDW or holding a specific key down until warp initiates.

Please -- put your daily 9 to 5 to better use than this trivial crap. Thank you.


Dear nub,

External feedback is GOOD because the people using the product already will not complain enough about first impressions and usability. The goal is to capture more users which provides a revenue stream to keep improving the product for everyone.

Regards,
Guy who does development on software projects


Anyway, this isn't an required, it's optional, it never was said "required" anywhere, they even say EVE is not a dogfighting game. There is no UI change for this, you cry over nothing.

This is basically eyecandy for space addicts.


Tell me Mr Developer, why would a company produce two products, hype them to the sky, hope that everyone buys both and then suddenly merge them into an older product which will give them less revenue and waste development resources?


Valkyrie is a VR game meant for those silly headsets.
Adrie Atticus
Caldari Provisions
Caldari State
#33 - 2014-11-15 17:12:08 UTC
Jack Tronic wrote:
Adrie Atticus wrote:
Jack Tronic wrote:
Felicity Love wrote:
This is a waste of developer time.

You're suggesting a change originally based on the feedback from NON-EVE players. With the massive wisdom and experience of a whopping 30 minutes of game time they had, how the HELL does that even merit consideration for a significant change to the UI when those of us who have been playing for years have to ***** FOR YEARS to get the devs to do pretty much anything ?

If you have to implement it, to gain new players, who are obviously just looking for a FPS ( first person spaceship ) game -- then WHY DON'T YOU PUSH faster development on "Valkyrie" ?

You know as well as we do that most players who want that pure "space fighter" kind of game are going to gravitate towards "Valkyrie" anyway, especially the those players who want the POV of sitting in the cockpit for every second of PVP goodness.

Finally, if you must implement it, then ALWAYS leave it OPTIONAL.

Those of us who have been playing for many years know how to fly our ships just fine without repeatedly pounding on ASDW or holding a specific key down until warp initiates.

Please -- put your daily 9 to 5 to better use than this trivial crap. Thank you.


Dear nub,

External feedback is GOOD because the people using the product already will not complain enough about first impressions and usability. The goal is to capture more users which provides a revenue stream to keep improving the product for everyone.

Regards,
Guy who does development on software projects


Anyway, this isn't an required, it's optional, it never was said "required" anywhere, they even say EVE is not a dogfighting game. There is no UI change for this, you cry over nothing.

This is basically eyecandy for space addicts.


Tell me Mr Developer, why would a company produce two products, hype them to the sky, hope that everyone buys both and then suddenly merge them into an older product which will give them less revenue and waste development resources?


Valkyrie is a VR game meant for those silly headsets.


Except it's not a requirement in any shape or form to use one of them and the game is developed to work without one.
Jack Tronic
borkedLabs
#34 - 2014-11-15 17:18:32 UTC  |  Edited by: Jack Tronic
Accelerate - W,
Decelerate - S,
D - direction right,
A - direction left,
Up - Space,
Down - Shift

This is a proper keybinding for movement, I suggest people try it, it's superior to using W and D to up and down and makes more sense coming from other games (ones with helicopters in particular). You'll have to clear the default binding for Space (Focus on chat channel), but it's worthless before this :D


SO SEXY

The only sucky part is responsiveness when using MWD and using W,S, not as quick/fluent, but still far more natural than W and D for up, down.



Also a bug, I can't do go down and left at the same this..
Leucy Kerastase
650BN
#35 - 2014-11-15 19:28:50 UTC
Could you also consider giving us an "Align to camera" keyboard shortcut? This plus these up-down left-right shortcuts should give us great flexibility.
Bienator II
madmen of the skies
#36 - 2014-11-15 19:46:49 UTC
it works surprisingly well. This opens up a lot of gameplay options, e.g evading mines in pve sites. Or environmental effects which disable orbit/keep-at range ;)


however, i wish there would be a single click movement option like we are used to from other RTS games. I know it would interfere either with selecting things or with the context menu, but i am sure you could figure something out ;)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Zappity
New Eden Tank Testing Services
#37 - 2014-11-15 20:01:45 UTC  |  Edited by: Zappity
I just had a crack on SiSi. It didn’t work at all even after disabling current WASD binding or resetting to defaults. And my Stabber had a funky new cloak (it was invisible except for a few points of light) but I guess that's part of the new visual work.

  1. This definitely needs a follow camera.
  2. I would never use a joystick for EVE - too much other stuff going on (but that’s just me).
  3. You need to give thought to how you will handle default WASD binding.

At the moment on Singularity, W is bound to both Orbit and Up, A is bound to both Align and Left etc. If the goal is to allow new players to get a better grip on the UI then you absolutely need to change the default bindings. This will infuriate current users (of course) because WASD are probably the most commonly used hotkeys right now.

I suggest a WASD toggle to select Combat mode and Navigation mode. Set default to Navigation mode but publicise the toggle so that vets can switch is back to normal.

Zappity's Adventures for a taste of lowsec and nullsec.

Lugh Crow-Slave
#38 - 2014-11-15 20:27:15 UTC  |  Edited by: Lugh Crow-Slave
EDIT: Wrong thread
Bones Outten
Council of Economic Advisors
Bitter Vets n Noobs
#39 - 2014-11-15 22:01:56 UTC
WOW!!!

I am not a noob, but am a Vet Eve player, but more so an FS user from 1995 through FSX & MS Flight development.

Any kind of many movement in a space ship fight game is an improvement & would bring on some proper dog fighting scenarios, especially those used to the WASD shift/ctrl/space group of players.

I agree; my first impressions of Eve from a long long time ago where based around flight simulator, Elite, Wind commander experience & the lack of direct flight input was debilitating to get used to.

Needless to say (without making Eve a flight simulator) some things need to be considered for those likely to go down the manual control (Stick) route:

The vector of the ship is in conflict with the turn & mass, the ship coming out of a turn up or down, when the ship should keep it's turn while modifying it's vector via delta-v.

Also coming out of a bank or nose up/down automatically makes if very 80's arcady, this also stops any form of immelman or other interception manoeuvres for dog fights. Need to be able to push past north or south for rolls, more variation in intercepts.

Following on from other posts, no direct input flight game would offer the vector for your own ship/craft, only for those of others for intercept or turret/gun tracking target purposes. But a chase camera option & a sitting in the pilot seat option IS essential.

I think the feature (for me) is a long awaited one. My biggest gripe being the spherical collision detection of most objects in Eve, not allowing you to hug objects, park close, hide behind objects, all weapons seem to magically ignore these objects when you are behind them or your enemy is (or even a friendly getting in the way) If this last paragraph is fixed it would make for a Very interesting game in eve (especially for fleet fights around stations or in asteroid fields). When behind an object you should be invulnerable to all but a homing missile (of sorts)

Either way it makes for expansion of the point click, click weapon & wait for enemy to die mythology & will allow people with real Stick skills to earn names within Eden.

I love it & on the edge of my seat to see where CCP takes this (or as usual F`s it up LOL, maybe they'll listen, but history teaches us otherwise)

Signed (not so bitter) Vet.
Adrie Atticus
Caldari Provisions
Caldari State
#40 - 2014-11-15 22:16:34 UTC
Bones Outten wrote:
WOW!!!

I am not a noob, but am a Vet Eve player, but more so an FS user from 1995 through FSX & MS Flight development.

Any kind of many movement in a space ship fight game is an improvement & would bring on some proper dog fighting scenarios, especially those used to the WASD shift/ctrl/space group of players.

I agree; my first impressions of Eve from a long long time ago where based around flight simulator, Elite, Wind commander experience & the lack of direct flight input was debilitating to get used to.

Needless to say (without making Eve a flight simulator) some things need to be considered for those likely to go down the manual control (Stick) route:

The vector of the ship is in conflict with the turn & mass, the ship coming out of a turn up or down, when the ship should keep it's turn while modifying it's vector via delta-v.

Also coming out of a bank or nose up/down automatically makes if very 80's arcady, this also stops any form of immelman or other interception manoeuvres for dog fights. Need to be able to push past north or south for rolls, more variation in intercepts.

Following on from other posts, no direct input flight game would offer the vector for your own ship/craft, only for those of others for intercept or turret/gun tracking target purposes. But a chase camera option & a sitting in the pilot seat option IS essential.

I think the feature (for me) is a long awaited one. My biggest gripe being the spherical collision detection of most objects in Eve, not allowing you to hug objects, park close, hide behind objects, all weapons seem to magically ignore these objects when you are behind them or your enemy is (or even a friendly getting in the way) If this last paragraph is fixed it would make for a Very interesting game in eve (especially for fleet fights around stations or in asteroid fields). When behind an object you should be invulnerable to all but a homing missile (of sorts)

Either way it makes for expansion of the point click, click weapon & wait for enemy to die mythology & will allow people with real Stick skills to earn names within Eden.

I love it & on the edge of my seat to see where CCP takes this (or as usual F`s it up LOL, maybe they'll listen, but history teaches us otherwise)

Signed (not so bitter) Vet.


We don't have guns mounted on the nose, it's dynamic tracking. If they were mounted hard on the ship you'd limit the tracking of guns to the agility of the ships and limit the depth of the game. Turning Eve into a flight sim (it's a submarine sim at the moment at best) would alienate most of the players as you'd have to buy-in into a joystick just to play a game you've been playing for 11 years already.

What you describing is Eve Valkyrie and it's coming near you in close future, you might want to check it out. No, you don't need Oculus to play it. Only way to facilitate for manual control is to remove all the depth of the combat in the game and that is not something I personally want even though I'm not against some dec spending weekend hours to improve on this feature.