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Dev blog: Quick, give me manual control!

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Author
Tyranis Marcus
Bloody Heathens
#321 - 2014-12-18 04:34:37 UTC
FINALLY!!!!

and THANK YOU!!! :) :) :)


For acceleration/deceleration, how about adding something on the Current Speed indicator that shows the current setting, so we can see where we're setting our speed without waiting for the ship catch up to it. Maybe a thin red line or something, like a needle on a gauge.

Do not run. We are your friends.

Tyranis Marcus
Bloody Heathens
#322 - 2014-12-18 04:52:54 UTC
This rocks!

Do not run. We are your friends.

Tyranis Marcus
Bloody Heathens
#323 - 2014-12-18 08:19:41 UTC
So, I don't know if anyone has mentioned this so far in this thread, but up and down are literally up and down, not pitch. If you hold the down keybind until your ship stops changing direction, you'll be flying straight down. Same with the up key; press it for a bit and you'll be flying straight up. Hammer the corresponding key all you want, but no further adjustments are made to your direction of travel.

It's kind of interesting that flying straight up or straight down was virtually impossible to do before this, using just mouse clicks. You could get in the ballpark, but to nail it exactly? Good luck.

At any rate, those keys seem to be changing your orientation as relates to the up and down of the eve universe, not adjusting pitch as relates to the orientation of your ship. If you add joystick support without refining this further, it's going to be a problem for a lot of gamers who may base their first impression of Eve on what may look to a newcomer like some really quirky functionality.

Then again, hell, even rail shooters have been popular in the past, so who knows? Maybe it'll be fine.

That said, it would be nice to see a change in how those functions work, but either way, please keep these keybinds in the game permanently! Even if it's not perfect, some level of steering with the keyboard is a great and long-needed addition to the game.

Do not run. We are your friends.

Dena DiStellar
Doom Generation
Best Intentions.
#324 - 2014-12-18 09:47:57 UTC  |  Edited by: Dena DiStellar
First of all, I have to say I was skeptical about the whole manual control thing, but having tried it I do have to say that it's cool. For some ships/applications it is pretty pointless, but it does make bumping, or maneuvering small, fast ships in general, much easier.

That said I agree with the observations and suggestions of the above posts about the implementation of joystick control and maybe even a roll/pitch/yaw option. The whole up/down thing as opposed to actual pitch is useful if you want to go straight up or down with respect to the Eve universe (or a station), but otherwise it is rather counterintuitive if one is used to actual yaw/pitch/roll control.

So yes, thanks CCP, the manual control feature is pretty cool! Big smile I do agree however that it would be nice to see it expanded to allow for the use of a gamepad or joystick and an option for yaw/pitch/roll control instead of, or in addition to, the current absolution up/down setup.
Phantom Gritz
DND Industries
#325 - 2015-01-01 21:37:38 UTC
First off let me state that my view is coming form someone to does PVE nearly exclusively (mining and industry mostly) and all I'm trying to do is provide the DEV with some useful feed back. PVP in defense really which is generally mean fighting just long enough to run away. -.- Also I have a tendency to be long winded What?

So I just got done playing around with the manual controls in my Vexor and my Pod. Also I looked at the available commands that can be bound to keys that could affect once manual flying experience.

From what I can see this feature would be actually 'useful' in only a handful of situations i.e. stuck on an object when trying to align for a warp. The rest of the time it will be simply fun or perhaps entertaining. It does add a fair bit of depth to the feeling of the game play and I see miners and explorers using this in asteroid belts, ghost sites, etc. Steering around a NPC station or other celestial object lets you really get a good look at the true amount of detail hidden within this game. (you can also hide to a certain extent)

As for PVP I can't really see it being useful per se. Very nearly every weapon used is on a turret that is mirrored on the ship in a way that allows for true 360 degree spherical coverage. It will make these fight look way more dynamic to someone who is sidle lining, though. Using these controls in an attempt to 'dog fight' will, however, get you killed. Why, you ask? Because turning slows you down, if only momentarily, and in a heavy hitter situation that momentary lose in speed make you easier to hit for a second or two. This is further compounded by the slight delay in the controls. This delay from what I can see is based more on your ship's maneuverability than it is the tic of the servers. A pod responds almost immediately while the Vexor had a slight delay. After a bit more twiddling around I found that what was true before is true now. The bigger and/or heavier your ship is the more sluggish the controls will feel. Which isn't as bad as it seems it just forces those you wish to use this feature to go back and think up strategies on how best to utilize this new feature.

When in doubt, improvise. If improvising doesn't work liberal aplication of a large hammer is recomended until the problem is fixed or no longer a concern.