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millor

#1 priority issue needing to be fixed

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The mouse sensitivity. What is with all this terrible smoothing/acceleration, why can't we have a simple 1:1 raw input. This is seriously utter garbage and it concerns me that it's like this in even the earliest alpha release of the game. The dayZ stand alone probably now holds the distinction of having the worst mouse control I've ever had the displeasure of using in any game. I couldn't play for more than a few minutes before I just got absolutely sick of the mouse sensitivity and had to quit. No matter how you change it in the options, it feels clunky and awkward. Mouse sensitivity is such a basic feature for any game, and it seems like almost literally your number one priority when you first start working on the most basic gameplay, is that you would want to not be instantly appalled by just the way the view responds to your input.

As many know, the sensitivity was bad in arma 2 and the mod as well, you could never truly get a completely linear sensitivity curve, even when you messed with sensitivity options in the games files. But it was never anywhere near this bad. How has such a major step back even occured here, arma's negative acceleration was a pretty big issue people had with the game. With Arma 3, it was finally fixed, to the relief and praise of many, it felt tremendously smoother to play. How the problem is now worse in the day Z standalone is beyond me. It feels like you got large amounts of positive acceleration on the Y-axis, and large amounts of negative acceleration on the X-axis, on top of the base sensitivities for the two axes being widely different from each other, when both sensitivity settings are equal to each other in the options.

I seriously hope no one thinks this is some sort of feature, because it's a serious god damn problem that severely tarnishes the gameplay. This isn't some smaller issue that only affects one bit of gameplay like "why can't I open this can with my bayonet" this is a giant issue that blankets over the entire gameplay of the game, just walking around looking at stuff is unpleasant. Then you take into account a very large portion of the game involves using a gun and trying to hit your target, and all you can think is "THIS IS AWFUL". I would understand, and even support (given the new hostage taking feature of the standalone), a delay for your actual crosshair and weapon to get on target when you turn a lot quickly, to prevent people from doing instant 180's and gunning people down when they get held up from behind, but the actual mouse sensitivity should absolutely never be affected.

Maybe they already understand how bad it is, and they're working on it, but I don't know, again, the fact that it's even here in the first place concerns me about their priorities. This isn't some niche feature, this is absolutely basic controls we're talking about here, they need to work properly. I question how hard it even is to give the game 1:1 raw input sensitivity, probably not very, and how much it would improve the game is probably far beyond even a month of game fixes and new features.

TL;DR: Get the sensitivity options/settings that arma 3 uses, and make it a priority.

P.S. Please also add numerical values on top of the sliders for sensitivty and FoV, it's very helpful to have a point of reference when changing them, and helps tremendously if you ever reinstall the game, or they get reverted to default in a patch or something.

Edited by Millor
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I have had no problem with my mouse, i play First person so i would notice a massive problem with mouse settings in the game.

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I have had no problem with my mouse, i play First person so i would notice a massive problem with mouse settings in the game.

I don't see how people don't notice it. I can't tell if it's because they just don't care, or because they don't know what exactly the problem is when they do encounter it, so they kind of just deal with it. Compare the way the aiming feels in this, to something like counter strike, or arma 3, where there is no acceleration/smoothing (or you can at least turn it off) the difference is night and day.

Looking up and down in this game is ridiculously fast, and left to right, slow as hell with a bunch of negative acceleration. You look left quickly, and you actually turn very slowly, yet if you turn the mouse slowly, you turn quickly. It's not smooth, accurate movement. It doesn't correlate at all to the movement you are making with your mouse, and it's just pure chaos as far as accurate controls go. Perhaps part of the control problem has something to do with DPI, Maybe the game has trouble taking input from high DPI mice, but being 2014, not a lot of gamers still use 400 DPI mice. Even still, that isn't entirely the problem, the game still has unequel X and Y sensitivities (even when the sliders are equal in the options) and there's still horrendous negative acceleration on the X axis.

Here's something else you can try, make circles with your mouse in the game, look at your crosshair, is it making circles? No, it's making ovals. That's a big indicator that something isn't right.

Edited by Millor

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Never noticed anything funny with my mouse.

I keep wondering if it is only you $120 mouse people.

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i did your test with my 16000dpi steel series and its making complete circles for me but i dont play that high anyways i tend to set it to 600-800 range and change it up and down as i go with a click of the button but ive never noticed any of these issues you are talking about

Edited by bladekaizer

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Never noticed anything funny with my mouse.

I keep wondering if it is only you $120 mouse people.

It really has nothing to do with your mouse. It has to do with the games actual coding for inerpreting your mouse movement. It doesn't simply go "The mouse was moved 1 inch left, based on current sensitivity settings, we'll turn the camera exactly this many degrees left." It goes "The mouse was moved 1 inch left, based on the current sensitivity settings, we'll turn the camera left an amount based on that movement, and also varying  on how quick the mouse was moved" Because of this, you can no longer get an accurate response to the movements you are making, you get an added variable there that has no reason to be there, and it only causes unreliable controls. It's no longer you directly controlling the character 1:1, because the game is changing the measure of how much you moved just simply from the speed at which you did it, that's mouse acceleration, and that's bad. 1:1 raw input would be the game taking my mouse movement, translating 1 inch of mouse movement to a certain angle of turn, and how quick I did it, into how quick the turn was in game. It's not correct and does not make any sense, to take the speed at which I did it to affect not only the speed of turn in game, but also how much the turn was for. Measure should equal measure, speed should equal speed, speed should never interfere with the measure in shooters, and in the good ones, it doesn't.

Edit: Just tested it, high DPI greatly exagerates the problem, yet the negative acceleration on the X-axis is still very noticeable.

Edit 2: The fact that I even need to explain what mouse acceleration is, and to assure you that indeed there is a problem, really really hurts my soul. If you even knew the slightest thing about arma 2 you would know that the games negative mouse acceleration was rather well known, and well disliked by the community. I understand the argument that you don't want people doing instant 180's and firing, but there are far more reliable and reasonable ways to achieve that goal, like I said in my OP.

Edited by Millor
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I can here to say I agree that this is something that needs to be adressed. 

 

However.. i disagree that this is #1 priority. 

 

I know that the game currently feels.. "Floaty" for lack of a better word. But I am sure it will be fixed as we head further down the A L P H A path. Just as collision glitches (aka Floor swimming) and hit box detection will be fixed. 

 

remember this game is running on the same engine as Arma 2 and as such will have the same sort of issues. Good news is.. this game is in early development and I am confident that the dev team will be working towards improving it.. just as the Arma team did.. with Arma 3. 

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It's definitely annoying as hell, not game breaking though.

should be fixed.

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I agree. You can fix it(somewhat) but screwing around inside a config file, but it's pretty bad that it isn't working so far, the option is even there in the game, you just can't click it.

 

Also changing your steam name resets your dayz config.

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I've had absolutely no problems, exect in A3 where it took me 3 mouse curvee to turn around.

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The mouse sensitivity. What is with all this terrible smoothing/acceleration, why can't we have a simple 1:1 raw input. This is seriously utter garbage and it concerns me that it's like this in even the earliest alpha release of the game. The dayZ stand alone probably now holds the distinction of having the worst mouse control I've ever had the displeasure of using in any game. I couldn't play for more than a few minutes before I just got absolutely sick of the mouse sensitivity and had to quit. No matter how you change it in the options, it feels clunky and awkward. Mouse sensitivity is such a basic feature for any game, and it seems like almost literally your number one priority when you first start working on the most basic gameplay, 

yeh im not sure but i had a bad problem at the start on it set to middle to high is just as bad as to low so i have mine set on 2 clicks right from the left which gives you a smooth turn and it might be your motion blur maybe have you tryed playing around with them there are alot of options that affect you movement and turn so you have to alter it all to how you like it but it will take a few days to finally get used to it trust me

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why can't we have a simple 1:1 raw input.

 

Because you're not playing Counterstrike.

 

/thread

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Am I the only one that felt mouse handling change dramatically an update or two ago?  Maybe with the one that put in the revolver?  I remember that night server hopping like mad because they felt "laggy" it wasnt lag though... it was something with control and it hasn't gotten better.

I had a theory but haven't tested it.  It seems to be potentially related to your walking speed... but nonlinearly.   So if you are walking slowly... or stopped in a room checking a house... you turn around incredibly slowly.  Standing and moving a normal pace your turns are quick... but Sprinting your turns slow down again it seems. 

An easy way to test this would be to move vs free look in all these cases... free looking should "feel right" because its not limiting your mouse movement.

Could this be the trouble... and if so what to do?

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Because you're not playing Counterstrike.

 

/thread

Then maybe this game shouldn't use WASD then either, or left click to shoot, because those are in counter strike, and those are also basic control inputs.  This isn't like some gameplay design like weapon handling, this is fucking CONTROLS.

It's unplayable for me and my friend at the moment, we just can't tolerate this shit it's so bad, this isn't something you get used to, because it's just full blown inferior in every way, it's like trying to use a controller to play a shooter. I would absolutely be greatly saddened if what could've been a great game was rendered pretty much unbearable over such a simple, but hugely important detail. If the game was just simply buggy, and that's all I had to be disappointed about, I'd actually be pretty happy overall. But it's this simple, important thing that I fear rocket doesn't understand is a problem, just because most people are too casual to even customize their controls in the first place, and if something doesn't feel right, they for some reason think "it's supposed to be that way", so not enough people say anything about it, but no, it isn't supposed to be that way.

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Am I the only one that felt mouse handling change dramatically an update or two ago?  Maybe with the one that put in the revolver?  I remember that night server hopping like mad because they felt "laggy" it wasnt lag though... it was something with control and it hasn't gotten better.

I had a theory but haven't tested it.  It seems to be potentially related to your walking speed... but nonlinearly.   So if you are walking slowly... or stopped in a room checking a house... you turn around incredibly slowly.  Standing and moving a normal pace your turns are quick... but Sprinting your turns slow down again it seems. 

An easy way to test this would be to move vs free look in all these cases... free looking should "feel right" because its not limiting your mouse movement.

Could this be the trouble... and if so what to do?

Yes, this is just about exactly what I'm talking about, that's the negative mouse acceleration. Earlier I was explaining postive mouse acceleration, but it's just simply the opposite of that, when you turn quickly, your actual movement is lessened and slowed down. It basically makes it so if you're trying to fine tune your aim to shoot at something, your sensitivity is too high, but when you try to turn around quickly, your aim speed is too low, because negative acceleration is being forced on you.

This is a problem that's been in the ARMA engine until ARMA 3, but rocket has some how made it even worse in his own personal edit of the engine. Wishful thinking is that it's just a placeholder for trying to stop people from doing instant 180's to kill people holding them up from behind, and that another fix will be around soon(like I mentioned in the OP). But chances are it's just terrible coding.

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My mouse is fine too and non of the other gents I play with have mentioned anything.

 

I think that if a problem isn't global (i.e. next to no zombies on the map) then it won't get much attention by the devs for while.  Are you and your friend running similar hardware / mouse drivers?

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Terminal angular rotation speed, the closer your mouse movement speed is to it, the more it will be affected.

 

Just deal with it.

 

I've been an arma player since the flashpoint days and it has never been a problem, because it's different doesn't mean it's wrong.

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Terminal angular rotation speed, the closer your mouse movement speed is to it, the more it will be affected.

 

Just deal with it.

 

I've been an arma player since the flashpoint days and it has never been a problem, because it's different doesn't mean it's wrong.

 

Except that sluggish view controls make some people nauseous myself included. Before I figured out how to turn it off in the config I couldn't play the game for very long without feeling ill.

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Except that sluggish view controls make some people nauseous myself included. Before I figured out how to turn it off in the config I couldn't play the game for very long without feeling ill.

Bypass in the config? it was my understanding that max rotation speed would be server enforced... oh well.

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The devs have more important things to do and know their priorities well.

In my opinion, there is NOTHING wrong with the mouse controls, I am perfectly fine with it.

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Bypass in the config? it was my understanding that max rotation speed would be server enforced... oh well.

Body yes, head no. 

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mr Millor, please stand up and try to turn your head instantly from right side to the left. Was it instantly? :)

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Supporting you, man. People who say thers nothing wrong, are most likely have no idea about mouse acceleration. I was one of you until recently, and now after I finally figured out a way to make my aim persistent across all games. After I went through this transition towards better game experience, SA drags me back to my previous state of paranoia, thinking that my mouse is lagging when I`m lining up a shot, or turning indoors to check the corners for loot.

 

But I think this problem is being fixed as we speak right now. It was overlooked at the start since it felt not so important because people are oblivious to this information.

"Who would`ve thought, you can adjust controls setting to work in your favor, well what do you know, gosh!"

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