Why? Because it is a) standard and therefore b) intuitive. What is the purpose in changing this? Every single good flight game for literally the last 30 years has the same controls an aircraft does. You can train yourself to get used to anything.Ī steering wheel when turned clockwise causes a vehicle to go right. I try to avoid hyperbole when offering feedback on this type of thing, but anyone who played any role in designing and approving these controls should consider a career change. Between this and the directional controls being split across two inputs it feels like someone intentionally set out to design the worst flight controls imaginable. If, for example, you start making a left hand turn and you swing the camera to the right for a better look at what you’re turning toward, you can very easily have your left turn become a right turn as the camera pans around. The inputs are camera relative, and they are super sensitive in that regard. Please politely request that the devs revisit the flight controls and give us a better option as an alternative set of controls.Įdit 2 (because this thread is still getting a fair bit of activity)- There’s actually a second glaring issue with the flight controls that I hadn’t yet realized when I wrote the above. How hard is this?!?Įdit- adding the link to provide feedback: If you still want a “boost” function put it on one of the triggers. The face buttons are basically being ignored in flight so use X and Square to accelerate and decelerate in increments. For the love of God, this has been settled since before the start of the First World War, pitch and roll go on one stick!!! Why do video game devs constantly try to make changes to a perfect system? Pitch and roll should be on the left stick, we should have full camera control on the right.
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