And another response about controllers. I just checked my post again, and I literally didn’t mention ANYTHING about controllers.
I don’t mind talking about controllers, but I’m genuinely curious. Why are so many people mentioning controllers, when I was only talking about mouse controls?
That’s a really good point. I’m a full-palm-grip sort of mouse user, where I only use the fingers to click, and all the movement come from the arm itself. I suspect that means I’d get less utility out of changing the axis values.
As I’ve said to a couple of people, I definitely have seen people set different X and Y settings on joysticks/thumbsticks/tilt-controls. I’m specifically talking about the mouse version, which I’ve never actually encountered anybody using, up until the testimony of these people, in this thread.
And yeah, my experience is the same as yours. It’s only been in the last six or seven years that I’ve really started to see games include options to set individual axis controls for the mouse.
In those most current years, though, it has been a very common option. The majority of medium-to-AAA budgeted games include the option. I did figure that meant some people were using it. I just wondered how common it really was. I’d never considered trying it myself, deliberately, until now.
The more people mention this, the more I’m almost starting to continue trying it. If you really get used to it, it probably does make it easier to adjust the Y axis for headshots, while you’re turning through the X axis. Basically, if you have to cover more Y axis space on the mousepad to adjust the same amount of Y pixels on the screen, you’d theoretically be less likely to move too much in that axis, and overshoot where you want to place the crosshairs.
On the other hand, I’ve been using the same values for X and Y for decades. There’s a lot of accumulated muscle memory to reprogram.
Now I wonder how many pro FPS players play with different X and Y settings…
I’ve definitely seen people use different X and Y settings, on all kinds of different joystick-style deices. I’ve even occasionally set different X and Y values on those, myself.
I’m specifically talking about the mouse situation.
Would be nice if you could lock them together, but that is a little more complex and requires more thought to do
I think the reverse is true. Up until a few years ago, it was VERY rare to see any games (or any other apps) give users separated control over each axis, for the mouse. Back in the day, there wasn’t ALWAYS even a GUI-enabled setting for sensitivity, at all. You’d just type a console command, and it would adjust the overall mouse sensitivity, which would be applied to both the X and Y.
I’m sure there were some of those games, where you could indeed use a different console command to change each axis, separately.
At any rate, once you’ve implemented a setting in the graphical user interface menu system for changing the X and Y, it technically would involve a bit more effort to provide an option to lock them together, so I don’t mind just adjusting X and Y to the same values, myself.
I was just curious whether anyone out there actually is setting their horizontal and vertical mouse movement to different values, at all, or if it’s just an option with nobody making use of it.
I’ve been playing FPS games since Wolfenstein 3D (and most people didn’t even use the mouse for those very early FPSes), and I have never considered trying that. As I said to a couple other people, I’ve accidentally set the X and Y to different values, and it just destroys my ability to aim.
But, ya know, I haven’t practiced it. It could offer an objective advantage, of some kind.
At any rate, I’m just glad there are people using it. It would be weird if it was a very common option in modern games, with nobody putting it to use, at all.
I’ve never tried it deliberately, but every time I’ve accidentally set the X and Y to different values, it has just destroyed my accuracy and made me motion-sick, into the bargain.
But I guess you could get used to it, and then it could give some kind of objective advantage.
It’s probably useful in fps or with ultrawide/span monitor setups.
That might be the case, but I still think it would just give me motion sickness. That’s what has happened, every time I’ve accidentally had one axis set to a larger value than the other. It just makes me feel like my hands and eyes are disconnected.
I’ve been glued to BeamNG.drive, ever since I finally broke down and decided “it’s not gonna get much cheaper than this” during the Steam sale.
It’s exactly, precisely what I thought it would be. Half completely freeform “let’s crash cars and watch them crumple in slow motion” and half “let’s do these scenarios.” Flip back and forth between the two, and it’s suddenly “oh, SHIT, how did three hours go by already???”
I’ll get around to poking my nose into the modding scene, soon enough, too. I haven’t even touched that side of it, yet.
Also, the game apparently has VR support, which I didn’t realize until I bought it. I haven’t bothered trying that out, since I also don’t have my driving wheel set up, at the moment. Driving games with a controller are basically the only category of VR content that can give me the ol’ lunch-launch-itis.
Hey, I didn’t mean to make it exclusively about anime titties. There are completely non-anime-related games that use exploitative gacha mechanics.
I’m referring to games that exploit gambling addicts. Do you understand that situation? The harm that is being caused by games openly exploiting people who can’t control themselves?
It’s exactly the same as serving alcohol to an alcoholic. If you do that shit, you’re an asshole.
And gacha games are even worse than actual casinos, for two reasons:
First, because they don’t involve the players winning money, the racketeers aren’t even putting any of their own cash at risk. Even with the house advantage, there’s always SOME chance that a real casino will lose money, every time someone pulls a slot machine lever. Gacha games, though, they don’t lose any money when you win a character, or a skin, or a weapon, or some fake gold pieces.
Secondly, because there’s no real money being won, gacha games evade existing laws against gambling. People are free to LOSE their money, all the way to zero, but they can’t win a cent, so it’s all nice and legal.
That shit is fucked up. Gacha games are built on savage exploitation. I’ll hasten to add that not all F2P games are based on the most awful version of this metric. Some games don’t encourage the gambling mentality nearly as much, and I should have given them credit, sooner. If you’re just able to buy skins or gold or whatever, it’s not as bad. As long as the game doesn’t come back in some other direction and get you by limiting your ability to play the game with artificial “stamina” mechanics, or whatever else, and pry exploitative amounts of money out of you, that way.
The Girls Frontline game seems to occupy basically the same space as Fortnite, from what you’re saying. Also, I really appreciate the fact that you’re questioning my position in a constructive way, unlike a lot of the people here, who basically jumped at me, automatically taking a de facto position of defending all gacha games, no matter how predatory.
Being asked these questions in a constructive manner isn’t just more polite, it IS actually constructive. It’s helping me to refine and understand my own position. I strive to be consistent and logic-driven, in my opinions, but nobody’s perfect. I can admit that some of my views may be somewhat emotion-based, and can be specified and sharpened based on discussion.
I think the most important thing to avoid, if you don’t want to be playing a game that’s unethical (and maybe even dangerous) is anything that combines a stamina refilling, gameplay limiting mechanic AND a pay-to-roll gacha mechanic. The worst of those being the kind where the common characters (or weapons, mechs, cars, etc) are super-duper weak, compared to the rare and overpowered characters.
Either one of those mechanics can be bad, especially if it’s tied to spending money. Combining them together is extra bad. It’s even worse if the game continually markets itself as “free.”
If a game has no stamina-based playtime-limiting mechanic AND the unlockable characters/skins are entirely (or almost entirely) cosmetic, I figure it’s basically fine.
I see what you’re saying. It just gets to me, the fact that their starting point was basically “morals and ethics don’t exist. Everything is just personal preference.”
At that point, it’s like I’m compelled to give SOME KIND OF EXAMPLE of what a morally wrong thing might be.