Update 67 broke seamoth steering even more...
Ambaire
Join Date: 2016-06-27 Member: 219206Members
Are you trying to give us nausea? Before April, the seamoth was this zippy little thing that responded to mouse input instantly and gave you the feeling of piloting a (slow) fighter jet underwater. After April, it got laggy and was making me feel a but nauseous. The text for this latest update said 'made seamoth turn speed more consistent and squashed vr bugs'... and we all know that it was something with the vr changes that made the seamoth turning laggy in the first place.
I was hopeful that Update 67 would fix this but it made it even worse. I can't play this game anymore.
Please, fix the seamoth steering so it's a zippy thing again instead of its current lag hell incarnation.
I was hopeful that Update 67 would fix this but it made it even worse. I can't play this game anymore.
Please, fix the seamoth steering so it's a zippy thing again instead of its current lag hell incarnation.
Comments
Learn how to accept them.
Please, remember that the fact that you, specifically, have no problem with something does not mean that others are making a big issue out of nothing. I dare say enough of those affected by the change have spoken up on this forum about it to prove that it's not an isolated, unimportant or blown out of proportion issue.
Personally I have indeed "learned to accept the change", but I could only do that by not using a seamoth at all ever since the change in the steering occurred. If that counts as the problem being solved for the devs... well, it's up to them. I still love the game and will keep playing, but I am forced to miss out on a really fun part of the gameplay and that doesn't seem all that okay to me.
To give the devs credit, it is worth point out here that they have admitted the seamoth steering problem is the result of a bug that they could not quite identify. Here's hoping that - eventually, if time permits - they will be able to fix it.
Inside the Seamoth, I'm not a huge fan of the view swing and apparent decrease in turning sensitivity. I know we all keep coming up with "good" ideas that the devs will likely never have the time to implement, but it would be nice if maybe they could include an option for turning off the view swing. It's common in other first-person games. Usually it's called "view-bob" or something, and it's a check-box you can disable in the menu.
I have other, bigger problems with driving the Seamoth, though. The biggest is that the Seamoth's speed routinely exceeds the terrain load speed, so I am constantly fighting load-lag. I plan to buy an SSD in the near future for the sole purpose of running this game, hoping that fixes, or at least improves, the retrieval times.
I liked the Descent-like steering, and I love that people are making that reference. While the "good idea fairy" is visiting me, I think it would be awesome for the devs to implement roll control with the Q and E buttons.
And I agree with
I'd be willing to bet there's a bunch of players who like the new steering but didn't like the old way. That's fine. You won't likely hear from them as much because happy people aren't usually as vocal as unhappy people.
But the reason we bought into an early access game, indeed, the reason they made it available for early access, is so we could give the devs feedback on gameplay. Each person's opinions are valid for that person. It would be quite simple for the devs to tally our opinions and either cater to the majority opinion, attempt a middle ground, or attempt to give options like I suggested above.
It's up to the devs to do the best they can, and I understand there will be compromises. That's cool. If I don't like the final product, I'll still have gotten well over a year's worth of play for my money, and I'm quite happy with that. However, the devs are doing awesome, and I'm pretty sure I'll be happy with the 1.0 release.
Anyways, cheers.
If I recall right there was something with the oculus rift update that messed with it, but it still impacts the regular mode play.
Yeah, that is a problem - I've actually destroyed the seamoth because of that. Generally if I wanna just cruise somewhere at full speed, I bring it to the surface, so I don't need to worry so much about the terrain pop-in.
That, and jumping it out of the water over and over.
If you do, maybe you can allow the player to bind a key for a mouselook feature, like using a center mouse button or 'hold CTRL to look around inside the Seamoth, without turning the vehicle'
FINALLY!!
This is all we've been asking since the steering was destroyed. Driving the craft for just a moment reveals how jerky the screen gets when trying to do simple maneuvers. I've been screaming since the start that this is BECAUSE of the pov shifting within the craft and then trying to rubberband the craft to where the vision is pointing AFTER the player has finished steering. There's no reason whatsoever to have the player's head moving around WITHIN the craft. Especially since the mouse (one input) controls them BOTH, independently, at different turn rates. Couple this with whatever code is trying to "correct" the craft's position after you're done steering, and the entire thing becomes a frustrating nauseating experience.
Please, just BIND the player's head with the craft. The turn rate of the craft is not the issue. It's the head vs craft disparity.
What you end up with might not be as fun as it was in the Farming update... if you plan on making the seamoth more sluggish, that is. But it will definitely be playable.
If this will make it turn like it used to, then yay, thank you.
Very glad to hear that! To provide a comparison, I can "drive" the camera drones and it feels just fine. No queasy disorientation. It's only the Seamoth's view that rubber-bands disturbingly.