MULTI [OT] Metro Exodus | Journey Beyond

iampasha

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I kinda dig Sony's approach with all the new features packed in dual sense instead of playing it safe like Microsoft, but I wonder how far we will go before seeing broken triggers? Because both Sony and Microsoft hasn't been able to perfect the sticks on thier controllers despite them being around for 20+ years.

I really like the new DS controller. I think it's a big improvement over Ds4 specially in comfort and it justifys the price seeing the stuff it's packed with. But its reliability is not something I'm feeling confident with
 
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Necrokiller

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I kinda dig Sony's approach with all the new features packed in dual sense instead of playing it safe like Microsoft, but I wonder how far we will go before seeing broken triggers? Because both Sony and Microsoft hasn't been able to perfect the sticks on thier controllers despite them being around for 20+ years.

I really like the new DS controller. I think it's a big improvement over Ds4 specially in comfort and it justifys the price seeing the stuff it's packed with. But its reliability is not something I'm feeling confident with
Yeah, there have been too many cases of broken triggers and stick drift in a short span of time.

As far as using a controller with PC is concerned, no amount of trigger gimmicks will overcome the fundamentally poor nature of aiming with the analog stick. Gyro on its own is half the solution. For games requiring precise camera control, Dualsense & Xbox controllers remain a poor choice.
 

CerebralTiger

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How many is "too many" lol. There are no statistics available for the percentage of faulty DualSense controllers. The vocal minority will always make noise, while those without issues won't do anything.

lol @ trigger gimmicks. Immersion is a gimmick only when it doesn't involve Half-Life: Alyx aka doesn't suit the narrative 🤣

Returnal has demonstrated (lol @ Steam controller) that the trigger's ability to lock mid-pull is the essential component that makes it practical for a dual fire mode, and that ain't no "gimmick". The feedback conveyed by the right trigger when you run out of weapon energy also isn't a "gimmick". Haptic feedback and 3D audio giving the location of enemies also aren't gimmicks.
 
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Necrokiller

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Enough to launch a lawsuit 🤷‍♂️

Returnal has only demonstrated that people ignorant to old technology available elsewhere will fall for any feature as a "stroke of genius" :ROFLMAO:

LMAO @ comparing the immersion of VR with a trigger 😂 😂 😂
 
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CerebralTiger

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It's not about VR on non-VR. If immersion is important to you, why wouldn't you want it in non-VR games? Why would you write it off as a gimmick? Because narrative 😄

Anyway, what makes the DualSense triggers in Returnal a stroke of genius:

Spoiler: show

The left trigger has two phases: push halfway and you can zoom in to aim your main weapon, but click it all the way down and you’ll unleash a special attack. It basically gives the controller an extra button in a way that feels very natural.
Perhaps Returnal's most innovative feature is the alternate fire mode. By incorporating the DualSense controller's adaptive triggers, Selene can enter two different fire modes depending on how firmly you hold down the left trigger. By lightly pushing the trigger down halfway, Selene aims her gun just like any traditional shooter. But, pushing the trigger with a higher amount of force unlocks alternate fire mode - an additional attack type that gives you more options.
To aim down your sights and fire it normally, you'll press it halfway, and there's tension at this midway point to stop you from pressing it too hard if you don't want to use your alt-fire mode.
If you want to aim down your weapon’s sights to unleash a barrage of fire onto an enemy’s weak spot, then you press the left trigger down halfway. At this point, you feel a distinctive bit of resistance. Press the trigger all the way down and you’ll clunk your weapon into its alternate fire mode. It’s one of the most intuitive uses of the PS5’s adaptive triggers feature so far, and really comes into its own when the action in Returnal gets hectic on-screen.
But in the early hours of Returnal you unlock an alternate fire mode for your weapons, and the instructions made me anxious. You select the first fire mode by pressing the same left trigger down halfway, and then select the secondary firing mode by pressing the trigger down all the way. That’s just bad design. In the heat of the moment, when I’m losing my cool, I’ll never remember where the sweet spot is for my primary attack. I’m always going to jam the button down and use secondary fire.

That was my fear, at least.


Your controller knows when the ability is unlocked, and the left trigger turns into a two-stage trigger. Push down with your standard amount of force and you’ll bring up your gun to focus your aim. The trigger will stop halfway; there’s a physical block keeping you from moving the button any further, and it’s surprisingly strong.


That colored quote could literally be used to describe the Steam controller's implementation. No wonder it was discontinued 🤣

Here's hoping the stroke of genius comes across after reading all these excerpts 🤜
 
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Necrokiller

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It's not about VR on non-VR. If immersion is important to you, why wouldn't you want it in non-VR games? Why would you write it off as a gimmick? Because narrative 😄
Oh, I already made it clear why. Maybe instead of getting triggered (pun intended) when someone doesn't consider Dualsense the second coming of Christ, try to comprehend what is being said first Mr. Game designer? :ROFLMAO:

no amount of trigger gimmicks will overcome the fundamentally poor nature of aiming with the analog stick
Now, what is Dualsense doing to improve this aspect? And how will the trigger functions help here? :unsure:

Here's hoping you can finally learn to read 🤜

That colored quote could literally be used to describe the Steam controller's implementation.
But that is a review for Returnal while being played on Dualsense. LMAO. Thanks for that quote. Maybe try to actually use another controller outside of imaginary friends place and then come to a conclusion. (y)
 

CerebralTiger

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lmao the assumption that I haven't tried the Steam controller. That's *some* reaching to conclusions 🤣

Yes, I've tried mapping the sniper's scope view in Gears 5 multiplayer to the Steam controller's full trigger press. Guess what? I found myself entering scope view even when I simply wanted to aim in a medium range firefight. It's bad design lol. The DualSense is so much better.

P.S. How does one aim in HL: Alyx? Definitely not with a mouse or a Steam controller lol.
 
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Necrokiller

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^What a load of sh*t lol...I hope CerebralTiger doesn't expect me to believe his lies. Others are free to do so lol

P.S. How does one aim in HL: Alyx? Definitely not with a mouse or a Steam controller lol.
Definitely not with a dreadfully outdated analog stick either :ROFLMAO:

So basically the answer to my following questions is:
Now, what is Dualsense doing to improve this aspect? And how will the trigger functions help here?
 
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CerebralTiger

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Believe it or not, that's my experience with the outdated Steam controller 🤷‍♂️

You also aim your gun with motion controls to shoot at locks and enemies and so forth. This is fine if nothing is moving, but becomes increasingly irritating with moving targets. Again, motion controls do not work as well as a mouse and keyboard or even a gamepad.

Certainly not laggy VR motion controls 🤣
 
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