I've been play-testing the builds from the #BeyondUnreal IRC channel aka the Non Epic Play-test and one major issue I noticed is the mouse input. It is extremely difficult to playtest when the aiming feels so off and quite frankly I'm surprised that almost no one is discussing this, there are a few topics here and there but no one seems really concerned by it and the general attitude seems to be "it will be fixed later, we are just proto-typing".
While yes, we are just proto-typing, how can someone proto-type / play-test weapons and movement when the mouse input is inconsistent?
I am personally having huge problems, for example: I can not properly test any weapon because of the mouse input being no good at all, even though I make the same movements with my mouse physically, my crosshair ends up somewhere else - testing weapons becomes a pain in the ***. The same goes for movement, if I can not move my camera exactly like I want to, how am I expected to test out wall jumps and the like?
While, obviously it's still possible to test, some people even got good with the current input, I do not believe that it is acceptable to keep this any longer, because: mouse input, just like movement (where an entire forum board is dedicated to) is one of the VERY basic things of the game, something which should properly work from the beginning.
I saw someone reply in another topic about the same subject that maybe there was something wrong with the guy's PC or mouse and that he should check it out. This is, most definitely, not the case and the input issues affects literally everyone who is playing - even if you don't notice it, it's there and it's affecting your play style, skill level and most importantly your testing and proto-typing abilities.
I would offer to fix it but sadly I do not know enough about Unreal Engine 4 or any of the underlying code to fix it.
I do have someone who could possible help, a pretty famous person in the competitive scene is MarkC or Mark Cranness. Who made a fix for the Windows 8 and 7 mouse acceleration, more info about that can be found here:
http://donewmouseaccel.blogspot.nl/2...ation-fix.html
It has some interested stuff in it, perhaps he could help with this? I've found one account of him to contact: http://www.reddit.com/user/MarkCranness
Or else someone from the Unreal community could step up and bring in a fix, so we can play-test the game better and provide more accurate feedback.
While yes, we are just proto-typing, how can someone proto-type / play-test weapons and movement when the mouse input is inconsistent?
I am personally having huge problems, for example: I can not properly test any weapon because of the mouse input being no good at all, even though I make the same movements with my mouse physically, my crosshair ends up somewhere else - testing weapons becomes a pain in the ***. The same goes for movement, if I can not move my camera exactly like I want to, how am I expected to test out wall jumps and the like?
While, obviously it's still possible to test, some people even got good with the current input, I do not believe that it is acceptable to keep this any longer, because: mouse input, just like movement (where an entire forum board is dedicated to) is one of the VERY basic things of the game, something which should properly work from the beginning.
I saw someone reply in another topic about the same subject that maybe there was something wrong with the guy's PC or mouse and that he should check it out. This is, most definitely, not the case and the input issues affects literally everyone who is playing - even if you don't notice it, it's there and it's affecting your play style, skill level and most importantly your testing and proto-typing abilities.
I would offer to fix it but sadly I do not know enough about Unreal Engine 4 or any of the underlying code to fix it.
I do have someone who could possible help, a pretty famous person in the competitive scene is MarkC or Mark Cranness. Who made a fix for the Windows 8 and 7 mouse acceleration, more info about that can be found here:
http://donewmouseaccel.blogspot.nl/2...ation-fix.html
It has some interested stuff in it, perhaps he could help with this? I've found one account of him to contact: http://www.reddit.com/user/MarkCranness
Or else someone from the Unreal community could step up and bring in a fix, so we can play-test the game better and provide more accurate feedback.
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