I'm liking this flight model! I hope it stays even if with minor tweaks!
Just plain Space Dogfighting Fun Flying.
And that's how mainstream thinks and that's what they like, because mainstream = money.
I'm liking this flight model! I hope it stays even if with minor tweaks!
Just plain Space Dogfighting Fun Flying.
Isn't that guy the just a community/forum manager? I doubt he as any say in how the game is made...
Looking for a Official Dev source, Chris Roberts for instance. I liked Freelancer controllers but never played in 3rd person since at the time I never owned a joystick, after purchasing one I can't play with the same enthusiasm if im using just mouse and keyboard! Joystick will always be more fun manoeuvring the spaceships.
Actually Ben is one of the new developers now and as such does have developer status. He was promoted somewhere around 2 months ago. James is the Community Manager now with Will being his assistant.
Really doubt he as any saying on gameplay, physics and core stuff. Ben is just a connection between Devs and the Community.
Director of Comunity or something. In 2013 he was exactly the same but without James and Will.
SC isn't a conventional production. But compared to conventional your a alfa tester msking big fuss about prototyping gameplay. Where a lot of features of complex deep space craft are not yet posible to proto type.Pretty much this. There have been huge concerns over this debacle even before DFM now AC was released to the backers, hell a year before it was given to us. It's when CIG members tried to hush down this conversation with different remarks and comments stating that is not how it would be. People raised these concerns because it's not possible to balance joystick/gamepad and mouse on an equal footing when a mouse is given both flight and aim at the same time. When AC was first released, everyone raised hell because it was the exact same thing we had concerns over for the longest time. Heck, the closest the controllers came to balance was sometimes in .9 but then CIG allowed pilots to chose which targeting method they wanted and it basically negated all their effort.
From my own perspective beyound this game. Dev chooses a balance in the end which type of gamer is best serviced. ED screwed mouse gamers all Hotas gamers happy but not all dev would do that. From production resources point of few. There is stated that bugs and features and balance is in essence a thing of case of urgency vs amount of work and dependancies, if it will be final state or mid fase state that get reworked due to new features make it broken again.The simplest balance perspective is, if the mouse wants to both aim and fly at the same time, then they must use another peripheral to utilize that aim while they use the mouse to fly. This is basically what joystick and gamepad players are forced to do right now, they have to use head tracking, which is no where close as good as mouse/flight aim combined. The mouse was artificially given, as in it was programmed that way to both have flight and aim combined while the other controllers are not. Even if the other controllers had flight and aim combined, it would still be no where as equal because the mouse is a zero order controller.
My gues is balance get the highest priority and urgency even if it is hard work when they reach beta state and that means feature complete for the first release. Which means a PU in beta stage and multicrew gameplay worked out and that interworking with fighter gameplay.CIG has basically opened a huge can of worms balance wise when they introduced Freelancer controls, you really cannot balance that. If you want to balance all 3, either truly separate the flight from aim like it is separate on joystick/gamepad and force the users to purchase another peripheral to utilize to full advantage, or give gimbals to AI control like it is in Elite and you will basically avoid the balance issues.
they can keep it or not but changing it is probaly not planed because it isn't a critical bug and if planned change all changes are deliverd with a feature release. Unless the very critical crashing bugs are fixed outside AC version feature release. Every change is que'ed for not the same release and also planned when to work on it.The mouse would not be op if the flight and aim was separate function, but when it is, it becomes OP. Nobody here is saying nerf mouse or make it not a viable option, on the contrary, everyone wants you to play with your preferred controller, so far, the mouse is artificially buffed.
It more what it will be when PU is in beta fase. And what become on release and even then after release the can fine tune it. It's a MMO so blancing is work done after release to.Time will tell how CIG will end up dealing with this, but if the controls remain as they are, joystick players will either leave the game or be forced to switch to mouse/keyboard to stay competitive on the higher levels.
Pretty much this. There have been huge concerns over this debacle even before DFM now AC was released to the backers, hell a year before it was given to us. It's when CIG members tried to hush down this conversation with different remarks and comments stating that is not how it would be. People raised these concerns because it's not possible to balance joystick/gamepad and mouse on an equal footing when a mouse is given both flight and aim at the same time. When AC was first released, everyone raised hell because it was the exact same thing we had concerns over for the longest time. Heck, the closest the controllers came to balance was sometimes in .9 but then CIG allowed pilots to chose which targeting method they wanted and it basically negated all their effort.
The simplest balance perspective is, if the mouse wants to both aim and fly at the same time, then they must use another peripheral to utilize that aim while they use the mouse to fly. This is basically what joystick and gamepad players are forced to do right now, they have to use head tracking, which is no where close as good as mouse/flight aim combined. The mouse was artificially given, as in it was programmed that way to both have flight and aim combined while the other controllers are not. Even if the other controllers had flight and aim combined, it would still be no where as equal because the mouse is a zero order controller.
CIG has basically opened a huge can of worms balance wise when they introduced Freelancer controls, you really cannot balance that. If you want to balance all 3, either truly separate the flight from aim like it is separate on joystick/gamepad and force the users to purchase another peripheral to utilize to full advantage, or give gimbals to AI control like it is in Elite and you will basically avoid the balance issues.
The mouse would not be op if the flight and aim was separate function, but when it is, it becomes OP. Nobody here is saying nerf mouse or make it not a viable option, on the contrary, everyone wants you to play with your preferred controller, so far, the mouse is artificially buffed.
Time will tell how CIG will end up dealing with this, but if the controls remain as they are, joystick players will either leave the game or be forced to switch to mouse/keyboard to stay competitive on the higher levels.
To my mind, the answer is simple. Give any controller method the same level of auto-aim/convergence for gimballed weapons - just like in Elite: Dangerous, none of this 'manual' gimbal aiming. To help balance, auto-aimed weapons have some level of innaccuracy, and be less powerful than their equivalent fixed version. It works in E: D.
Ben is also a designer for a looong time in the project.
No, Ben was a dev from the get go except he also fell into the Community Manager role as well. Besides, Ben is not the only one stated that the game would play like Wing Commander and not Freelancer.
Define soon?
I thought they were still in closed arena pvp mode?
Define soon?
I thought they were still in closed arena pvp mode?