Ya but that's when you have a controller with 2 sticks a dpad and 12 buttons. This thing is lacking in control options thus can be optimized to play anything but simple steam games.lacktheknack said:Ask the people who made every controller ever, despite RTSs not being playable on them.ZippyDSMlee said:So? I am thinking beyond simplistic 2D and 3D I am thinking about AAA FPS and AAA action titles like Batman and fighting games.lacktheknack said:When the Super Meat Boy dev tested the controller, the right trackpad was the jump button.ZippyDSMlee said:Nope, the right track pad is for looking its not for buttons.GodzillaGuy92 said:They are extra buttons. It's the right trackpad that'll take the place of a standard controller's A, B, X, and Y buttons, as clicking the top of the pad will function like pressing Y, clicking the bottom will be A, and so on. What the Steam controller calls "ABXY" are really more like its equivalents of Start and Back (I wouldn't be surprised if they were renamed 1, 2, 3, and 4 or something upon release to make it less confusing), useful primarily for mapping hotkeys to.ZippyDSMlee said:I do not mind the lack of sticks its the button placements that are silly as most 3d games the left thumb is rarely off the stick and for this you have 2 or 3 main buttons right by it, if they were extra buttons it would not be a problem..
Without moving your thumbs from the trackpads, you can use the four triggers with your index fingers, the back two buttons with any of your other fingers, and the clicking function on the trackpads with (of course) your thumbs, for a total of eight. And since, as described, each trackpad is really four clickable buttons instead of just one, the total is really more like eleven or even fourteen, depending on how you view it. Then removing your thumbs from the pads gives you eight more buttons to relegate less crucial functions to, not to mention all the options the touchscreen opens up.Vrach said:Assuming a standard controller setup where the left sensorthingy controls movement, this controller seems to have only two buttons accessible (outside two possible buttons) without taking your hands off your movement pad. That... doesn't seem like a good idea to me, the controller already has too few buttons compared to a keyboard.
Whats the point in making a controller that's limited to only some games even if it's the majority?
That said, the trackpads are buttons. You said they weren't, but they are. They can be used as a full button, or divided into directional input.
Vigormortis said:I don't know how many times it needs to be repeated until people understand this, but eight of the sixteen buttons on the controller are able to be pressed without removing your thumbs from the trackpads.Vrach said:Assuming a standard controller setup where the left sensorthingy controls movement, this controller seems to have only two buttons accessible (outside two possible buttons) without taking your hands off your movement pad. That... doesn't seem like a good idea to me, the controller already has too few buttons compared to a keyboard.
Four trigger/shoulder buttons, two clickable trackpads, and the two underslung buttons on the back of the controller.
And, this isn't even counting the possibility of coding one of the trackpads to function as a series of extra buttons.
Also, with the touchscreen, one can theoretically have a near limitless number of extra buttons.
Image that you have buttons on a Dpad and around it, and that's what this thing is. Now mind you it may work for simple games but for complex ones where you need finger precision it simple will not do. Its like learning to play the violin it has no frets nothing to guide you where stuff is.GodzillaGuy92 said:...Um, no. It's for both. Like I explained, you drag your thumb across it to look around, and you click different sections of it to use as different buttons. You can read this hands-on account [http://www.gamasutra.com/blogs/TommyRefenes/20130928/201219/My_time_with_the_Steam_Controller.php] for further detail, but I'll leave the relevant quote below:ZippyDSMlee said:Nope, the right track pad is for looking its not for buttons.
But that's Meat Boy, I wanted to see how it would do with a game where multiple inputs were required. Naturally, I requested Spelunky. Spelunky requires Whip, Jump, Bomb, and Rope buttons. We configured the controller to play like an Xbox controller. So the left circle pad was once again used for the directional buttons, and the right circle pad was used as A, B, X, Y buttons in the orientation that you find on an Xbox Controller. I played through Spelunky and the controller worked great.
This one has two haptic trackpads, a touchscreen and 14-16 buttons (depending on if you consider the trackpads to be full on buttons... which they are... but I'll give you some wiggle room).ZippyDSMlee said:Ya but that's when you have a controller with 2 sticks a dpad and 12 buttons. This thing is lacking in control options thus can be optimized to play anything but simple steam games.lacktheknack said:Ask the people who made every controller ever, despite RTSs not being playable on them.ZippyDSMlee said:So? I am thinking beyond simplistic 2D and 3D I am thinking about AAA FPS and AAA action titles like Batman and fighting games.lacktheknack said:When the Super Meat Boy dev tested the controller, the right trackpad was the jump button.ZippyDSMlee said:Nope, the right track pad is for looking its not for buttons.GodzillaGuy92 said:They are extra buttons. It's the right trackpad that'll take the place of a standard controller's A, B, X, and Y buttons, as clicking the top of the pad will function like pressing Y, clicking the bottom will be A, and so on. What the Steam controller calls "ABXY" are really more like its equivalents of Start and Back (I wouldn't be surprised if they were renamed 1, 2, 3, and 4 or something upon release to make it less confusing), useful primarily for mapping hotkeys to.ZippyDSMlee said:I do not mind the lack of sticks its the button placements that are silly as most 3d games the left thumb is rarely off the stick and for this you have 2 or 3 main buttons right by it, if they were extra buttons it would not be a problem..
Without moving your thumbs from the trackpads, you can use the four triggers with your index fingers, the back two buttons with any of your other fingers, and the clicking function on the trackpads with (of course) your thumbs, for a total of eight. And since, as described, each trackpad is really four clickable buttons instead of just one, the total is really more like eleven or even fourteen, depending on how you view it. Then removing your thumbs from the pads gives you eight more buttons to relegate less crucial functions to, not to mention all the options the touchscreen opens up.Vrach said:Assuming a standard controller setup where the left sensorthingy controls movement, this controller seems to have only two buttons accessible (outside two possible buttons) without taking your hands off your movement pad. That... doesn't seem like a good idea to me, the controller already has too few buttons compared to a keyboard.
Whats the point in making a controller that's limited to only some games even if it's the majority?
That said, the trackpads are buttons. You said they weren't, but they are. They can be used as a full button, or divided into directional input.
<spoiler=Exasperation enclosed>WhyZippyDSMlee said:Image that you have buttons on a Dpad and around it, and that's what this thing is. Now mind you it may work for simple games but for complex ones where you need finger precision it simple will not do. Its like learning to play the violin it has no frets nothing to guide you where stuff is.GodzillaGuy92 said:...Um, no. It's for both. Like I explained, you drag your thumb across it to look around, and you click different sections of it to use as different buttons. You can read this hands-on account [http://www.gamasutra.com/blogs/TommyRefenes/20130928/201219/My_time_with_the_Steam_Controller.php] for further detail, but I'll leave the relevant quote below:ZippyDSMlee said:Nope, the right track pad is for looking its not for buttons.
But that's Meat Boy, I wanted to see how it would do with a game where multiple inputs were required. Naturally, I requested Spelunky. Spelunky requires Whip, Jump, Bomb, and Rope buttons. We configured the controller to play like an Xbox controller. So the left circle pad was once again used for the directional buttons, and the right circle pad was used as A, B, X, Y buttons in the orientation that you find on an Xbox Controller. I played through Spelunky and the controller worked great.
The LCD is not used for active buttons(buttons you have to get to quickly) but ya it could be used for a Dpad item/weapon section thing, but its still lacking buttons by the right trackpad to make games Batman or God of War easy to play, its about placement and this thing dose not have it.. but for the other 90% of games I guess it would work fine. LOLlacktheknack said:This one has two haptic trackpads, a touchscreen and 14-16 buttons (depending on if you consider the trackpads to be full on buttons... which they are... but I'll give you some wiggle room).ZippyDSMlee said:Ya but that's when you have a controller with 2 sticks a dpad and 12 buttons. This thing is lacking in control options thus can be optimized to play anything but simple steam games.lacktheknack said:Ask the people who made every controller ever, despite RTSs not being playable on them.ZippyDSMlee said:So? I am thinking beyond simplistic 2D and 3D I am thinking about AAA FPS and AAA action titles like Batman and fighting games.lacktheknack said:When the Super Meat Boy dev tested the controller, the right trackpad was the jump button.ZippyDSMlee said:Nope, the right track pad is for looking its not for buttons.GodzillaGuy92 said:They are extra buttons. It's the right trackpad that'll take the place of a standard controller's A, B, X, and Y buttons, as clicking the top of the pad will function like pressing Y, clicking the bottom will be A, and so on. What the Steam controller calls "ABXY" are really more like its equivalents of Start and Back (I wouldn't be surprised if they were renamed 1, 2, 3, and 4 or something upon release to make it less confusing), useful primarily for mapping hotkeys to.ZippyDSMlee said:I do not mind the lack of sticks its the button placements that are silly as most 3d games the left thumb is rarely off the stick and for this you have 2 or 3 main buttons right by it, if they were extra buttons it would not be a problem..
Without moving your thumbs from the trackpads, you can use the four triggers with your index fingers, the back two buttons with any of your other fingers, and the clicking function on the trackpads with (of course) your thumbs, for a total of eight. And since, as described, each trackpad is really four clickable buttons instead of just one, the total is really more like eleven or even fourteen, depending on how you view it. Then removing your thumbs from the pads gives you eight more buttons to relegate less crucial functions to, not to mention all the options the touchscreen opens up.Vrach said:Assuming a standard controller setup where the left sensorthingy controls movement, this controller seems to have only two buttons accessible (outside two possible buttons) without taking your hands off your movement pad. That... doesn't seem like a good idea to me, the controller already has too few buttons compared to a keyboard.
Whats the point in making a controller that's limited to only some games even if it's the majority?
That said, the trackpads are buttons. You said they weren't, but they are. They can be used as a full button, or divided into directional input.
How is that "lacking in control options" in any way, shape or form?
I can very easily imagine how to play Street Fighter, Dark Souls, Myst, Saints Row, Castle Story, Elder Scrolls, Fallout, and literally any other game I have on Steam.
Seriously. Lay out for me how this is "lacking control options", seeing how this controller has MORE input options than any other controller to date.
I am certain about it because I am currently playing Batman AC and trying to figure out how to apply this controller to it. I finally figured out that the LCD can be used as a mini item/weapon menu ala the Dpad. So that's more games it should work well enough with. I still do not see how this will work well for fighters but that's less of an issue as getting to the ABXY buttons quickly. I'm not going over half the pad to get to a button I need to press a millisecond ago.... this means the buttons have to be in the trackpad and that is where things make no sense.lacktheknack said:<spoiler=Exasperation enclosed>WhyZippyDSMlee said:Image that you have buttons on a Dpad and around it, and that's what this thing is. Now mind you it may work for simple games but for complex ones where you need finger precision it simple will not do. Its like learning to play the violin it has no frets nothing to guide you where stuff is.GodzillaGuy92 said:...Um, no. It's for both. Like I explained, you drag your thumb across it to look around, and you click different sections of it to use as different buttons. You can read this hands-on account [http://www.gamasutra.com/blogs/TommyRefenes/20130928/201219/My_time_with_the_Steam_Controller.php] for further detail, but I'll leave the relevant quote below:ZippyDSMlee said:Nope, the right track pad is for looking its not for buttons.
But that's Meat Boy, I wanted to see how it would do with a game where multiple inputs were required. Naturally, I requested Spelunky. Spelunky requires Whip, Jump, Bomb, and Rope buttons. We configured the controller to play like an Xbox controller. So the left circle pad was once again used for the directional buttons, and the right circle pad was used as A, B, X, Y buttons in the orientation that you find on an Xbox Controller. I played through Spelunky and the controller worked great.
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There's six buttons you can use on the back/top to play a fighting game with.ZippyDSMlee said:I am certain about it because I am currently playing Batman AC and trying to figure out how to apply this controller to it. I finally figured out that the LCD can be used as a mini item/weapon menu ala the Dpad. So that's more games it should work well enough with. I still do not see how this will work well for fighters but that's less of an issue as getting to the ABXY buttons quickly. I'm not going over half the pad to get to a button I need to press a millisecond ago.... this means the buttons have to be in the trackpad and that is where things make no sense.
Placement can be relearned, you know. I've played games on controller AND keyboard, and completely switching hands, finger stance and feedback is really easy.ZippyDSMlee said:The LCD is not used for active buttons(buttons you have to get to quickly) but ya it could be used for a Dpad item/weapon section thing, but its still lacking buttons by the right trackpad to make games Batman or God of War easy to play, its about placement and this thing dose not have it.. but for the other 90% of games I guess it would work fine. LOL
ZippyDSMlee said:I am certain about it because I am currently playing Batman AC and trying to figure out how to apply this controller to it. I finally figured out that the LCD can be used as a mini item/weapon menu ala the Dpad. So that's more games it should work well enough with. I still do not see how this will work well for fighters but that's less of an issue as getting to the ABXY buttons quickly. I'm not going over half the pad to get to a button I need to press a millisecond ago.... this means the buttons have to be in the trackpad and that is where things make no sense.
Tommy Refenes said:I wanted to see how it would do with a game where multiple inputs were required. Naturally, I requested Spelunky. Spelunky requires Whip, Jump, Bomb, and Rope buttons. We configured the controller to play like an Xbox controller. So the left circle pad was once again used for the directional buttons, and the right circle pad was used as A, B, X, Y buttons in the orientation that you find on an Xbox Controller.
Unless someone has a complete lack of muscle memory (which, if one did, would make even the most mundane physical activities incredibly slow and difficult) your complaint here is a non-issue.ZippyDSMlee said:Oh god thats stupid its like putting buttons on the Dpad or in the vertical clear areas of a dpad and you since you don't have a stick or 4 trackpads and ahve to use it for "everything" you are screwed.
Yeah. It is now. It wasn't before. When it first appeared it was barely a novelty.Snotnarok said:Rumble is standard in all controllers now, it's not something that's in some, or requires a lot of effort,
No I don't. I said as much in my other posts. Rumble motors are one of the earlier and certainly more antiquated forms of haptic feedback.seriously think about it do you think rumble is on the same level of complexity as dual traction pads with haptic tech in it?
Actually, they're meant to give a range of feelings across the entire hand. That's why proper rumble coding within the game space isn't as easy as you seem to think it is.You put it on impacts and adjust levels here and there, it's not something that needs to give the users thumbs tactile feelings to understand what's going on in what given situation and how much has to be applied in what part while maintaining what area does what.
It started as an accessory because, haptic feedback of any kind was a novelty back then. It was something that had never been tried in a consumer product like that before. But now, haptic feedback is not only standard it's expected. Yet, many of the console and input device manufactures seem content on utilizing haptic tech from two decades ago. It's time for something new and better.Uh, yes that was an accessory and again something easily programmed for that came with certain games.
I don't get your point here? It's in controllers now, therefore we should never try something new? Resorting to stagnation again?What I'm implying is rumble comes in controllers now, even cheap 3rd party controllers, this is something that needs to be coded for and is advanced.
The Kinect is a gimmicky input device that requires games to be coded in specific ways to utilize it. The SteamController is simply a standard-form input device. It's coding and design requirements are no different than, say, the Xbones controller or the PS4s controller.Yes, it is like the kinnect in the way that both the user has to learn how to use it and devs have to learn how to program for it and continue doing so for a device that is optional for your system much like the kinnect is. It's not a wii remote that comes with it, no one has to buy this thing so it's exactly the same.
So...a default compatibility mode for the SteamController is a bad thing....but is an expected or even a good thing for every other controller? That's hardly a fair stance.Coded it to work with every steam game? You know that's impossible, it's made with a default compatibility like any controller can do to a degree, they didn't and aren't about to sit there and make this controller function with every game.
That's why there's community open modding on it so the community can take advantage of it. This is why you can't just use a PS2 controller with every game or some games don't work with the dpad but the analog stick, you need to move the buttons around or sometimes get a key to joy program, it's not going to easily work with every game on steam that is just nonsense, and because games currently have no programming for this device it won't be taken advantage of so that means all but valve games will really feel awesome with the controller, others will just work or need work to function with games properly.
So any controller that doesn't have two analog sticks ,and all the other "standards" you claim, should not be considered a controller?No, it's not applicable to every controller because they adhere to a standard that has been established, 2 analog sticks 4 face buttons 2 option buttons 4 triggers a d-pad.
Really... Now we're complaining about a lack of a d-pad?This thing doesn't even have a dpad and is also relying on devs or the community to implement functionality for their controller.
If you're aware that you're using double standards, then why continue to use them?Of course my criticisms are going to come off double sided
You're right. Neither of us has one of these SteamControllers in our own hands to make a judgement on them., you nor I don't have it in hands so the only thing we can do is either be skeptical or hopeful. I am both, I think you're leaning way too in favor optimism.
Should we all just be optimistic and excited? No there's opposites to everything, I don't hate the thing, I find it very interesting however I'm skeptical that I'd like it or that it's going to be a competitor to other current controllers. You don't have to like my opinion or thoughts, but I'm strictly voicing them for discussion.
Except for when you run into a game which needs both analog sticks as well as the buttons. All of the games tested only needed one for movement. You need both trackpads for movement and camera which means you cant have one being used for buttons which means its a fairly useless controller.Agayek said:[
There's plenty of potential problems with the Steam controller, but the layout is most likely not one of them.
Except that's what all the other buttons are for. There's at least 6 buttons immediately under your fingers, combined with the two trackpads "the-whole-thing-is-a-big-button" thing. On a 360 controller, using both sticks, you have 4, with the two analog sticks as potentially two more that go all but ignored.Little Gray said:Except for when you run into a game which needs both analog sticks as well as the buttons. All of the games tested only needed one for movement. You need both trackpads for movement and camera which means you cant have one being used for buttons which means its a fairly useless controller.
False. Haptic Feedback Gen 4 (which is what this uses, I think) detects harder pushing and reacts accordingly.Strazdas said:I dont trust those pads. when i wabnt to drive faster i press my keyboard harder (silly i know). If i did same with this, it would break apart.