Stay tuned for a follow-up article where we deep-dive into reworking the controller look, aim, scope turn rate, aim assist and settings so that you can customize your game experience. We feel like this is a great step in the right direction, but we’re only at the beginning of the road. We have tweaked the current system, replaced our dynamic response curve with a more traditional exponential curve, set the acceleration to a fixed speed and adjusted the AA to fit what we have. The quickest and biggest changes we could safely push are a part of this patch. These biiiiig movements in the response curves counteract our aim assist and makes the aim slowdown not really work. The thought behind it was smart, allow for small movements when aiming, and larger movements when traversing, but it strayed a bit far from what feels normal. The curve is unpredictable, and on top of that acceleration kicks in to make the player feel that extra lack of control. It's too far from a 1-1 with how much you move your thumb. The movement of the stick can feel unwieldy and rather uncontrollable where moving your thumb a small bit can move the camera A LOT. Great!? Well in theory yes, but in practice we failed you. Let's start from the top!įirstly, our current response curves are set up to allow for small movements as well as quick turns. So, whilst we’re working on fixing, updating, and reworking a wide range of controller features, here’s what we are looking at in the short term. The aim assist is too weak, the controller feels a bit too difficult to aim with and that you want more options. along with some pesty bugs! Speaking of feedback, one major thing that we are getting a lot of feedback on is the controller. The major thing that we want to address with this patch is YOUR feedback. The most important thing for us when designing the game is that players have fun. It’s quite a big topic, and one that I care about a lot as a lifelong PlayStation player, so grab a cup of coffee and strap in! Controller Update - The "We're working on it" Edition! Hi everybody! My name is Gustav Stigenius and I sometimes, when I’m not drinking coffee or pestering my lovely design team, I design things here at Sharkmob! I’m here today to talk a bit about our approach to how we want to handle the controller. Our Bloodhunt lead designer Gustav Stigenius breaks it down in what you can expect from this update: We’ve heard you loud and clear: the gamepad implementation needs a bit of love, so we are happy to say that we think that we will have the first iteration of these improvements already available with this update. Now, let's take a look at the proposed scope. We are currently looking at getting this patch out in the second week of June. If something unforeseen happens, we might need to make adjustments to not put the stability of the game at risk. We wanted to share preliminary patch notes with you early so that have you a good idea of what to expect with the next update, but we also need to let you know that the list you see here is only what we are aiming for. We have now locked in the scope and work is ongoing to get all of the changes into a state where it’s ready for testing. This update intends to fix some of the more pressing matters that we have been hearing about from our community. Should you run into any additional issues where an unlocked item disappears from your inventory, please restart your game as that will resolve the issue.We are currently hard at work on our next update which we are calling “ June Community Update”.Should it occur, the player will need to reload again. We have identified a rare bug which can cause players to get an empty magazine after a reload has been interrupted.The graphical fidelity settings on PlayStation 5 will by default be set to Performance Mode.An issue that was causing the PS5 – Founder’s Edition items to disappear after unlocking an item from the Battle Pass, or purchasing items from the store.
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