Seamoth in experimental "very important feedback"
Loppysaurusrex
USA Join Date: 2015-03-06 Member: 201747Members
I think I can speak for a lot of people when I say the seamoth's "no tilt up and down" controls scheme is awful, and makes it very hard to tell where you're going.
My suggestion on how to permanently fix this problem.
1) Allow the seamoth to tilt up and down
2) Make q and e rotate the seamoth side to side
3) Add a key that will level the seamoth after rotating in any direction that the play can use to orient themselves back to normal.
4) Add a rotation tool that shows which way is up while inside the seamoth.
Thx everyone
My suggestion on how to permanently fix this problem.
1) Allow the seamoth to tilt up and down
2) Make q and e rotate the seamoth side to side
3) Add a key that will level the seamoth after rotating in any direction that the play can use to orient themselves back to normal.
4) Add a rotation tool that shows which way is up while inside the seamoth.
Thx everyone
Comments
https://trello.com/c/er8D46qX/305-seamoth-unable-to-pitch-after-load
Same thing?
Oh we could just add these very simple and common controls, along with a navigational tool.
I would be extremely surprised to find a submarine that does not have a compass or directional indicator.
You shouldn't have to do that in a super high tech submarine, it would not be hard to implement a roll control ok?
It's just q to rotate left, e to rotate right.
And an orientation device, you guys act like I'm asking for a lot, everyone on these forums should be agreeing.
I guess some just don't want the Devs to work on "balancing" when they could be adding raw content