lacktheknack said:
j-e-f-f-e-r-s said:
AAAAAAAAAAAAAAAAAAHHHHHHHHHHHH
You've missed a bunch of details in your rage. Things like the trackpads being clickable, the triggers, the three buttons on the bottom front, and a COMPLETE misunderstanding of how the trackpads even work.
Tactile feedback? They've covered it.
No they haven't. Track pads do not offer tactile feedback. My laptop has a track pad, and there's
nothing there to tell my fingers how far they've moved. If I need to make small adjustments in movement and aim, I need something which gives me physical feedback with small movements without requiring me to look down at it. Track pads do not do that. They've been tried before, and they are simply an inferior method of inpit.
http://store.steampowered.com/livingroom/SteamController/
Haptic feedback. Read the article. It works, man.
Different-than-normal controller components? It worked when Nintendo did it.
Because Nintendo didn't forget the basic like having analogue sticks, d-pads, and buttons within easy reach of the thumbs.
You can reach eight different buttons/triggers with your fingers.
http://store.steampowered.com/livingroom/SteamController/
READ.
D-Pad has been replaced by touchscreen (which automatically overlays on the screen when used).
And which again offers no physical feedback at all. If I hit right on the d-pad in COD to deploy a sentry gun, I know just from the physical feedback in my fingers that I've hit the right button before the sentry gun ever deploys. Touchscreen controls? Fucked if I know. If I accidentally hit up instead without looking, and called in an airstrike I never meant to, there goes my entire killstreak. Down the fucking drain.
which automatically overlays on the screen when used
Implying... you know... confirmation prompts, etc.
You... you don't actually read, do you?
If you actually examine the bleeding picture you posted of Portal 2's default scheme, you'll note that the "badly placed" front buttons all have secondary use. They're expecting you to access your normal functions via shoulder triggers and rear triggers as well as clicking your trackpad.
Except that shoulder buttons have
their own damn uses. Shooting, iron-sights, accelaration, lock-on, dodging... whatever the genre, shoulder buttons have their own widely accepted uses. Offsetting regular face button inputs to the shoulder buttons makes a mess of the standard inputs people have come to expect in certain genres. Pressing right bumper to jump? I bloody hope not.
And clickable trackpads? Jesus... so how am I supposed to input quick commands if I were to play Streetfighter II? By clicking on the various areas of the trackpad? What if I need to input a half-circle command at the same time? What the hell happens if I need to play anything with fast, precise input timing?
I dunno... by
clicking the eight damn buttons your fingers can reach.
http://store.steampowered.com/livingroom/SteamController/
How many times do I get to paste this link?
So much rage over so much wild guessing and half-read sources. Give them a chance to let us try them, for God's sakes.
When it comes to standard controller ergonomics, there's a reason why the PS2, Xbox, 360, Gamecube and Wii U controllers all followed the same broad template. Because it makes sense in gameplay terms. There's nothing wrong with experimenting, but so far it looks like Valve have thrown the baby out with the bathwater. That face button placement alone would have got them laughed out of any school of design in the world.
Even the Ouya's controller looks better than this. The fucking
Ouya controller.