Shmmeee said:
How could this possibly be anything other than a software issue?
How could you possibly know that not having experienced the thing at all?
As I see it there are two ways to do FPS on Wii: use the wiimote like a mouse, where you tilt up down left right instead of moving; or use it like a light gun, where you use the sensor bar to point.
That statement tells me you have no clue how the Wiimote works. Sensor bar is a line of sight device. If you tilt the Wiimote to effect the gyros, you will likely knock the IR emitter out of sensor bar's field of vision. And no, the nunchuck does not have a gyro inside.
The first would work just like any PC FPS surely as it's more sensitive by all accounts and therefore could be tweaked to mouse levels. You would look with the wiimote and move with the stick, the aiming reticule would be stuck to the center of the screen.
That's not the problem. The problem is, there is no auto centering built in to the Wiimote (obviously since it's free hand held pointer). So it's not the problem of sensitivity, but really about being too sensitive for 1:1 direct controls, and not feasable for mouse like free roaming controls since it's a line of sight device.
The second would provide a totally different play experience, it would be more like Time Crisis with movement. You only aim on screen and move with the stick.
That's what MP3 and Red Steel now does. And that's why moving the camera is so damn slow since you have to drag the cursor to the edge of the screen and "push" the camera along.
I think the problem comes from developers trying to mix the two with using the "light gun" to look as well as shoot. That's how MP:C works is it not?
No. It's does NOT work like a light gun in the sense you can point directly to the pixel representing the enemy on the screen with the IR emitter. You point the IR emitter to the sensor bar which then translates the movement and then scales it to the screen.
Did Shog/Edwood play in expert mode? Was it better or worse to have a smaller dead zone?
All expert mode ended up doing in MP3 was crank the cursor speed. All it did was make aiming more jittery.
What are their thoughts on fixing the reticule to the center and downing the sensitivity to remove shakey hand camera?
With the IR, you can't fix the reticule to the center of the screen since the users would have to auto center the Wiimote themselves manually. That would be a horrible look camera control mechanism since every hand shake and tremeble would do the same to the camera and the game engine would not be able to keep up with drastic movements, not to mention the fore mentioned centering problem.
volmer said:
I saw this post somewhere (gamespot maybe) from someone who had played MP3 with the controller. What he said that the pointer was great for hitting stuff within the current view, but that turning was what made it feel sluggish because of the slow turning speed and the fact that you had to place the cursor very near the edge of the screen to start turning in the first place.
If you look at the newer Zelda:TP videos of the wii-controlled bow you can see that there's a small oval/circle in the center where the view is stale, and as soon as the cursor leaves this middle area the view starts turning around with a speed that is relative to the cursor's distance from the center of the screen.
I think the above is a good indication that there are many ways to implement FPS-controls with the wiimote. I don't think you should write them off just yet just because they haven't given you the one you prefer at their first public showing...
Then you give up the speed advantage of the free hand held pointer, and end up with just a poor emulation of the analog stick. This is why most editors stated that they will be getting the GC version of Zelda instead Wii version.