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Besides, I distinctly recall there being mouse sensitivity complaints from the days of 2.1.12 (or so) when we first switched to SDL2. But my memory is a little hazy, I'll have to look that up. Quote:
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I will say that 2.1.20 does have a waaaaaaay more sensitive mouse for me, but then again as you know it also doesn't center my mouse anymore either so that might have something to do with it.
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I can understand wanting to appreciate the level design more and how looking up and down can be slightly helpful in that case, but that's not the priority for brand new players. The camera in SRB2 is straight up bad at scrolling vertically; if this aspect were improved, my tune might change, but in its current state it should absolutely be turned off by default. Maybe have mouse-look set to a button by default, and this button be directly relayed to the player so that they can see if they will have need of it. |
I'm not good at making arguments but I agree the vertical mouselook should be off by default. It's so unwieldy in singleplayer.
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Wish we had more people with Mac so we can sort problems with the Mac SRB2 version of SRB2 out, bleh. |
I did get 2.1.20 natively compiled once, and if I recall correctly the mouse was centered and its sensitivity was normal. The only issue I had was that the build wasn't netplay compatible, which pretty much destroyed any point in continuing to use it (since I can switch to 2.1.19 in Wineskin to play single player with my mouse). I don't know if this is too much to ask but a simple exe flag that launches the game with 2.1.19's mouse code would be sufficient in future builds. I get that it seems kind of pointless though, considering I'm the only person who seems to have this issue.
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https://i.imgur.com/sjPXfQs.png https://i.imgur.com/SP9q1jF.jpg While the camera's vertical movement is indeed quite weird, what with not staying centered on the character, it does far from nothing. As far as level design goes, while in a game like this it's obviously not a good design choice to force players to look up/down to see where you're going, I see nothing bad in the possibility of seeing more than what's just in front of you, and while good level design should give a sense of direction, saying that it should also always let you see "a good deal ahead" just by looking straight forward sounds very limiting. As for looking around being or not the priority for new players, you don't get to decide whether or not it is. Usually my first playthroughs consist in a pretty thorough exploration of the level (which includes when I was first trying out the game), and while I'm not every person that plays this game of course, there are others who like to do the same, and a default off setting would be limiting that while keeping it on doesn't effectively stop anyone from doing anything. Moving the mouse only to the side cannot seriously be that much of a problem... |
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Your screenshots, while unexpected, only further my case that the camera in SRB2 doesn't work properly. I never would have though to stand on the edge of a platform that way in order to see what is below, because the natural inclination is to face the edge of the ledge and point the camera down. So while I do need to rescind my statement that the camera can do nothing for you on a tall platform, this still isn't a technique that is communicated to players or logically implemented. I think you misunderstood what I was saying in regarding to ascending sections. I do not think you should be able to see everything in front of you at all times, ala Crash Bandicoot. I'm just saying that even in sections like the rising water tunnel in Castle Eggman, you can see layers of platforms above you without moving the camera up or down and you intuitively know to be heading upward. The FOV is pretty large by default in SRB2 which means I've never had to look up to see a platform that was out of view, unless I had no means of reaching the platform at all currently. As for deciding the "priority" of players, it might not be my decision to make, but I'm pretty sure at this point the thread is about what developers are thinking of making the priority for new players. It's not up to a vote, so all this discussion is probably pointless, but I think having mouse look on by default is bad for new players who will have trouble orienting themselves because they are staring too much at the ground or too much at the sky when the level design seems to assume that you are looking forward at all times. It must be "that much of a problem" if Mystic's data and videos like this show players confusion with this, which is only compounded by the high mouse sensitivity default. I think putting mouselook to a button is a good idea because it would allow players to scope out areas if they wanted to, and if its a feature they prioritize, they can turn it back on as a default. For me, while there may be a handful of opportunities now that I may take advantage of thanks to your screenshots enlightening me, having mouselook on full time would only be a hindrance to me because I can't keep a steady enough hand on the mouse; I have the same problem with the Metroid Prime games on Wii, where the view is constantly moving because my hands just aren't steady enough. |
Using the video in the OP as a reason to remove mouselook by default is the largest fallacy here because the issue is clearly that the players are too afraid to move the mouse up to correct the camera with the fear that it'll send them looking in the wrong direction left/right from the far too high sensitivity. Probably from the issues with default sensitivity we've already heard. I highly doubt these players don't understand that moving the mouse up and down changes the direction the camera will look up or down.
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I'm not saying this on a whim. All of the things I posted above were known information from research long before this video came out. This video just reiterates things we already knew. |
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We still don't have a valid reason why saying "if you find yourself having problems with vertical mouselook (such as the camera pointing up or down too much) you can change the vertical sensitivity or disable vertical looking altogether in the options" in the tutorial isn't a viable solution to this. And no, the fact that you believe many people will do so is not one, because at least people who won't, have the choice. |
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If we were going to mention it in the tutorial (and I will note that's an internal discussion we'll need to have), we'd say something along the lines of "we've disabled vertical camera movement by default, but if you want to turn it on, you can find the feature in the mouse options". After all, we all know that many players ignore tutorials entirely. The tutorial will be just another tool in our attempt to fix this problem; it's not a panacea. |
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Legendary Emerald is probably right in saying this isn't up to a vote anyway so this discussion is pointless, but if you believe defaulting off is the only solution to this, go on. I certainly won't struggle with turning it back on immediately, but don't be surprised when you'll have people who learn they can look down before crawla bouncing after years thanks to a MB discussion because you were too afraid to make people use the game's full controls. I'm done. |
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I made two gifs to prove the camera can be fixed to work better: This is how the regular srb2 camera works: https://imgur.com/a/MUOXs This is how a fixed camera would work: https://imgur.com/a/VLD9F As you can see there's a clear difference. https://cdn.discordapp.com/attachmen...0/srb20002.png https://cdn.discordapp.com/attachmen...0/srb20003.png I played games based on the doom engine that uses this kind of camera too, so it's a possible thing to do. Talking with another player about the vertical mouselook, they suggested this: Quote:
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Dunno if this was obvious or not at all, but apparently SRB2's list of controls includes a "mouselook" option. IIRC that flips on or off mouselook when you hold it down, depending on whether the mousemove (?) console variable is flipped on or off at the time. In other words, it inverts whether mouselook is on or not.
Perhaps this information could be added to the tutorial or something? |
Here's a idea. How about we label the arrow key controls as "Beginner" controls and add some camera control keys to that setup that moves the camera a fixed distance (Think SM64, not the best camera in the world at least you always had control over it) and use the WASD and mouse controls as "Advanced" controls and allow you to toggle between the two controls in the options rather then having both on at the same time. If people somehow accidentally start staring at dirt in "Beginner Mode" then all they'd have to do it hit "Cam Up" once and the problem would be solved.
This way you could also map keys used in "Advanced Mode" to different functions in "Beginner Mode" like say ... map camera controls to WASD in "Beginner Mode" and then you could leave "Advanced Mode" as it is now. I think this would be less intrusive then disabling the ability to look up and down by default as it'd be no different then choosing a difficulty mode before you start the game like in the old versions of the game and you could in theory, change modes on the fly though the pause screen. Also hi SRB2. |
It's difficult to judge the viewpoints of new players when so few of them are active members of the Message Board (let alone this discussion). As someone who only started playing this game regularly two Christmases ago, I'd like to mention that the game's default mouse system really turned me off using a mouse to play. I didn't want to hassle with looking up or down because the controls as a whole were still unfamiliar and not being able to look exactly where I wanted made for a very awkward gameplay experience. The controls menu isn't particularly obvious about how to fix this issue, either. Because of this I stuck with keyboard controls for several months until I was familiar enough with them to realize the full power and potential of the mouse. (Not that it matters anymore since the latest update broke my mouse support cough cough, but I digress.)
Mystic is right. There's no reason to have the fundamental control setup be overwhelming for new players when it would take an experienced player two seconds to revert any training-wheel defaults they disliked and save new players the trouble of trying to figure out how to make their experience more comfortable. |
Before this thread (along with its fight for and against disabling vertical mouse-look by default), I thought that SRB2 2.2 was said to not have a tutorial. But if it is going to have a tutorial, and that tutorial explains that you can enable/disable vertical mouse-look in the options, I will say that I'm going to be completely okay with whether it's enabled or disabled by default. (If someone skips the tutorial and then doesn't learn about something (vertical mouse-look) as a result of that, it's sort of their own fault in my personal opinion.)
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It could just as easily be in the list of those other multiple solutions y'know, if disabling vertical mouselook would have its own consequences and all. Interesting you mention the floor issue again though, because Jazzz did some research before making the demonstratory fix for the camera, when gregory_house replied to Legendary Emerald Look at this: https://cdn.discordapp.com/attachmen...0/srb20002.png Notice how the software comapisons do seem to go along with how the third person software version screenshot of that other game I've posted screenshots of where it zooms in more instead doing it like OpenGL and not zooming in at all. And since the third person camera system SRB2 has seems to be unique, and, at the same time software rendering being quite unfit for such a unique camera, it does seem like it is, interestingly, an SRB2 problem. And even if it doesn't fix the "core issue", wouldn't it be better to implement fixes to make the camera camera function like so instead of doing nothing to fix the "vertical mouselook in third person doesn't work on an axis and is instead a swivel" issue? Because that itself looks like a valid issue itself if Legendary Emerald says the camera we have right now is close to useless. Quote:
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And probably cause complaints, be it those who join the MB for those that care enough to join the community to make a help thread about it or the ones who wouldn't be involved in it but either record it for the world to see or are Mystic's playtesters. But yes, i do imagine that Rubine's idea which is a quote in Jazzz's post could be a very good solution, those that would care for vertical mouselook wouldn't need to go and find it in the options menu to turn it on, and vice versa for those that wouldn't. |
It's hard to know if we can even trust other data gathered from new players when we have to consider:
Maybe the resolution bug was affecting mouse sensitivity a lot. Did they change default resolution? Maybe the default mouse sensitivity had been changed further still there. Maybe the players have an incredibly sensitive mouse anyway. How can we trust all this data when these factors can be skewing the results a high degree by themselves? That said I do agree the default behaviour the 3rd person camera has when looking up and down is pants. I imagine it wouldn't be too impossible to change it to be a more "orbital" camera with a bit of trigonometry. |
https://www.youtube.com/watch?v=c7c4bsnZrVk
A proof of concept "orbital" camera. In software it does definitely have issues with looking up and down too far, but then the current camera does too anyway, and looking up and down too far is literally never useful with that camera. I'd say it's an improvement even if it's not perfect. |
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One thing I did notice from a quick test is that, even with both x and y mouse sensitivity values set to be the same, vertical camera movement seems far more sensitive than turning. This might partially account for why new players might end up staring at the ground. I will say that regardless of whether or not mouselook is turned off by default, changing the camera to act more like a proper 3rd person camera would be a massive improvement. |
I gotta love how the excuse for keeping vertical mouselook in the default initial controls is to perform Crawla bounces.
As if first time players are crawla-bouncing.... |
Makes about as much sense as another argument for not implementing a certain other feature that keeps being asked for for debunkable reasons, But I'm with Mystic on the Camera issue.
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That's not only highly ignoring all of the other arguements brought for the reason of keeping it in, but also missing the context. Crawla-bouncing was mainly used as a demonstration in Sryder's proof of concept camera, which I have to say is way better than what we currently have Infact, in my replies I have made zero mentions of crawla bouncing Crawla boucing is nowhere near as important of a reason as the rest that were brought up, and even then, like I've just said, it was mainly for demonstrational purposes/arguements. Infact, on the topic of context, lemme bring up this arguement as well. Mystic says that some playtesters and/or new players asked if they could turn vertical mouse movement off, but here they have context to know why they'd want it off. If vertical mouselook was off by default, especially if vertical mouse sensitivity gets turned down by default too, and the message in the tutorial mentioning that vertical mouselook can be turned on is later on in the stage itself, said newer players wouldn't even have said context. Now, what would happen if said newer players don't have said context? They could get a few thoughts going through their head, such as them thinking that the developers of the game underestimate their mental capacity to handle vertical camera movement with a mouse and, if Sryder's camera inexplicably doesn't get implemented, get false expectations for what the vertical camera movement would be like. So when the ones that read the tutorial and turn it on, they would possibly get either thoughts of "Oh, they've turned it off to hide that they couldn't make the camera work usefully" which could make outsiders laugh at SRB2 again, or, if they can look past the staring at the floor/sky And the ones that don't read it in the tutorial could end up annoyingly pestering "Why doesn't this game have vertical mouse movement?", which could serve as yet another reason why it should be turned on by default and being able to turn it off being the thing that gets mentioned in the tutorial. If it gets turned off, due to the lack of context on the new players' part, you'd effectively end up replacing complaints with different complaints, which is why it wouldn't make sense to do it that way. With the 2.0 GFZ hole-in-the-wall being removed in 2.1, newer players wouldn't know that some of the players back in the previous versions got confused due to it Quote:
It would be good to know what those are, would help further the conversation either way, no harm in revealing what those would be. |
you asked for it.
Not having super Knuckles because Super Knuckles was not Synergetic in Sonic 3& Knuckles and making you want to just run around as if you were just super sonic and not wanting to glide and climb as super knuckles. (this one was given on the Discord server) |
For clarity, I'm indifferent to what actually happens with default mouselook in the end, since I will just turn it back on anyway regardless. What I am concerned about is the validity of the data used to make the decision and the fact that the current default camera just makes things worse by never being useful for looking up and down anyway. Yes, currently there *is* no reason to have vertical mouselook in 3rd person mode... But that's only because the camera is awful enough that there is no functional use of it.
Crawla bouncing definitely wasn't what I was trying to show in the video for a reason to keep mouselook, it was more that I was trying to show that this alternate camera is far better in the usage of looking down to lower places and actually knowing what you're going down to. All of that said, this *is* a 3D platformer. One that can sometimes have lower paths that you fall down to if you mess up your platforming, If that happens you want to be able to know what you're falling towards, the current mouselook does not allow that. |
Here is the bottom line guys, and Mystic already said it earlier. Vertical mouselook is very complex. A third dimension of camera is very complicated, and the gain is just not good enough to have it default on. Every argument I've seen here for having it on applies to, and only to, advanced players. Vertical camera demonstrably confuses new players. The video this is topic about shows that it confuses new players.
Look, bottom line, and I get that this is going to annoy people, is that we are actively looking to find things that make newer peoples' lives harder and make them not be a problem anymore. This is one of those things that doesn't have payoff by being on by default, and frankly, no argument anyone here could make is going to change that, because the perspectives of everyone here is that of someone who is very familiar with the controls. Start showing us actual new players who benefit from it, and then we'll actually have something to talk about. Until then, this particular argument of whether or not we keep vertical look as deaulted on is just going to go around in circles, so I'm ending that portion of the discussion after 4 pages of nonprogression. |
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This might actually be a little bit better, because if you turn vertical mouselook off entirely, then moving the mouse up or down gets translate into moving Sonic forward or backward. That in itself is not entirely intuitive either, but I could have an experience bias there. Alternatively: I don't remember how the default controls are set for keyboard, but we should consider moving the Mouselook key over to L.Shift, if that hasn't been done already. This allows players to easily switch between looking up/down and looking straight ahead. As others have mentioned, having mouselook on is useful for making decisions around vertical terrain, but I think the key issue here is trying to get the best of both worlds, and having the mouselook key nearby is pretty handy for that. Quote:
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Both should be disabled by default. It doesn't help to change one mechanic people aren't handling well with another. |
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Also on that topic—what's the difference between the "Force" and "On" settings for Use Mouse? |
I like Knightofchao's idea (from page 3). I think having two controls explicitly labelled for beginners and advanced players would be a good compromise, no?
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Sounds like a good idea to me, First time startup would tell the players to choose between beginner control scheme which has mouselook turned off by default and advanced players control scheme with mouselook on, a win for both sides.
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Why? Advanced players already know what they want and how to change the controls to suit their play style. The whole point of the default controls is to provide a good starting point for those that don't know what they want yet.
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I dunno, I feel like it should be apparent for newcomers that the game indeed has mouselook and that it's up to them to decide whether they want to use it or not, you can give them a tip below the choices stating that they can change the sensitivity ... etc to suit their needs.
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This ain't MechWarrior 2
http://www.mobygames.com/images/cove...rence-card.jpg The whole reason Sonic Team made Sonic 1 playable using a single button press (jump) is because they thought the Mario controls were too complicated. With that userbase in mind... |
I kinda agree with this, SRB2's controls aren't confusing, they're very similar to what we're already used to from most Sonic games or even 3rd person platformers in general, It's just the mouselook.
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