I assume one will come with the steam box, so I'll make my judgement then, If I don't like it, I can buy a $20 keyboard and mouse bundle and use that.
If you read the dealy it says that these things are specially designed to offer tactile feedback using haptic tech in the touchpads. Since this is unlike anything you've used before, how can you possibly know how it'll feel?j-e-f-f-e-r-s said:Firstly, track pads instead of analogue sticks? Are you fucking kidding me Gaben? It's been tried before, it doesn't work. Analogue sticks offer more tactile feedback, and greater responsiveness. You can tell how fast or slow yoru character is walking without even looking just by feeling the physical response of the analogue stick. Sony tried using trackpads on their Xperia Playstation phone, and while it was a noble endeavour, ultimately it proved to be a far inferior method of input. Analogue sticks have stuck around for a reason Gaben. When it comes to regular controllers (not motion controllers), they work.
Because how dare a controller have buttons not layed out in the exact arrangement than you're used to. Because clearly the traditional Xbox controller is the only sensible layout for every kind of game. Except that layout makes it impossible to hit any of the four buttons while controlling the right joystick, which is a serious limitation I've run into when trying to map PC games for a controller. With this layout you have 2 buttons you can press while using the left touchpad, and 2 you can press while using the right. The trackpads will also be buttons, but unlike joysticks it probably won't feel incredibly awkward to press them since they're inlaid.Secondly, where are the face buttons? Where are the buttons which will readily allow me to input various commands? All I can see is ABXY thrown all the way around a controller. That makes no sense. The reason why face buttons are usually collected into a diamond on the right-hand side of the controller is because a) it allows for easy access to all buttons for the right thumb, and b) it allows gamers to input action commands while still moving using the left analogue stick, which is hugely important for platformers, shooters, and pretty much every other genre in the history of forever. Having four face buttons thrown around the centre of the controller makes about as much sense as the N64's third handle. Less even, because at least the N64 controller worked for FPS games. Good luck trying to input action commands while moving using the Steam controller.
A traditional controller? It's not like those are going to be wiped off the face of the earth once this thing comes out. Valve's recent statements seem to suggest they don't believe in a one-size-fits-all mentality, so they'll probably support X-Box style controller for games more suited to it. This is for games that would usually be played with a mouse and keyboard.So this thing is literally only going to give you four bumper buttons to play with while using the trackpads, and is going to demand that the rest of your action inputs are done with the weird facebuttons which don't fall within easy reach of the right thumb? How the hell are you supposed to play something like (for argument sake) DmC? Or any sort of game which requires rapid input of various combat buttons?
You say the D-pad's been mandatory since the 80s, but it's no longer being used for what it was originally designed for. Now it's pretty much been relegated to being an extra set of buttons for swapping out items/weapons, something the touchscreen on this controller is designed to handle.Lastly, where is the damn d-pad? You're honestly going to put out a controller, and not even include a d-pad? Those things have been mandatory since the 80s. even the 360 controller benefited from having a d-pad. Sure, it may have been a circular piece of unresponsive crap, but at least it let you quickly access items in COD, Dark Souls, Ninja Gaiden II and about a million other games. What the heck are gamers supposed to do instead? Reach across to their keyboards and press the F1-10 keys?
For some things, not shooters, not RTSs, not point and click games.Analogue sticks work.
Which is presumably why this controller features them[/quote]Face buttons work.
D-pads are a vestigial remnant from the 90s that's been rendered obsolete by joysticks and repurposed as a set of extra buttons. It won't be a tragic loss.D-pads work
You haven't even tried using it yet, how the hell are you so sure? You could be right, this could be an inferior controller, but I have trouble believing valve would place this much faith in a controller if it doesn't make some degree of sense.Track pads, randomly scattered buttons and a complete lack of a d-pad does not.
Um...no..DrOswald said:The overlay tells you what button was pressed. After you press it. That really doesn't help things at all. You need to know what button you are going to press before you press it. That is the problem.
I mean, I don't even really agree with jeffers and I can see the terrible problem with that one.
Uh huh. So basically you're implying that 'controllers' first appeared during the Nintendo64/Playstation 1 era?Shadowstar38 said:They made a controller with no sticks...
This completely misses the point of it being a controller.
That's essentially one of the two primary responses I've seen from the "detractors".Grimh said:AAAHHH!!
Something different! Take it away! Take it awaaay!!
Looks interesting for sure.
Gonna need more than fancy pictures and words before I start getting actually excited though.
But yeah it's definitely interesting.
In that case we are adding in at least human reaction time into the input time. If we have to visually confirm what button we are going to press then that will slowdown the input, not to mention take your attention away from other things happening on the screen. And clutter up the screen. So, yeah, still inferior.Vigormortis said:Um...no..DrOswald said:The overlay tells you what button was pressed. After you press it. That really doesn't help things at all. You need to know what button you are going to press before you press it. That is the problem.
I mean, I don't even really agree with jeffers and I can see the terrible problem with that one.
The overlay pops up when you touch the screen, showing you what option you currently have selected. THEN you click the touch screen to confirm your selection.
Where the hell are people getting the idea the controller just pops up a message saying, "You just pressed this option!" after the fact?
Seriously...
Well, seeing how it would be used in place of a D-Pad, which was used mostly for inventory management, which required exactly the same thing...DrOswald said:In that case we are adding in at least human reaction time into the input time. If we have to visually confirm what button we are going to press then that will slowdown the input, not to mention take your attention away from other things happening on the screen. And clutter up the screen. So, yeah, still inferior.Vigormortis said:Um...no..DrOswald said:The overlay tells you what button was pressed. After you press it. That really doesn't help things at all. You need to know what button you are going to press before you press it. That is the problem.
I mean, I don't even really agree with jeffers and I can see the terrible problem with that one.
The overlay pops up when you touch the screen, showing you what option you currently have selected. THEN you click the touch screen to confirm your selection.
Where the hell are people getting the idea the controller just pops up a message saying, "You just pressed this option!" after the fact?
Seriously...
Sadly, your breed is a rare breed indeed.-Dragmire- said:Looks odd but I'd like to try it before going full judge.
The only thing more humorous than the "fanboy" reactions have been the detractor reactions.KungFuJazzHands said:The fanboy reaction has been humorous -- "Revolutionary design!", "It will change the industry forever!", "I'm going to buy one and shove it up my ass for pleasure!", etc. etc.
Valve can't even be bothered to confirm whether it will work outside of the confines of the Steam environment. If it's incompatible with my extensive library of non-Steam games, I've got absolutely zero fucking use for it.
j-e-f-f-e-r-s said:![]()
Firstly, track pads instead of analogue sticks? Are you fucking kidding me? It's been tried before, it doesn't work. Analogue sticks offer more tactile feedback, and greater responsiveness. You can tell how fast or slow your character is walking without even looking just by feeling the physical response of the analogue stick. Sony tried using trackpads on their Xperia Playstation phone, and while it was a noble endeavour, ultimately it proved to be a far inferior method of input. Analogue sticks have stuck around for a reason. When it comes to regular controllers (not motion controllers), they work.
j-e-f-f-e-r-s said:Secondly, where are the face buttons? Where are the buttons which will readily allow me to input various commands? All I can see is ABXY thrown all the way around a controller. That makes no sense. The reason why face buttons are usually collected into a diamond on the right-hand side of the controller is because a) it allows for easy access to all buttons for the right thumb, and b) it allows gamers to input action commands while still moving using the left analogue stick, which is hugely important for platformers, shooters, and pretty much every other genre in the history of forever. Having four face buttons thrown around the centre of the controller makes about as much sense as the N64's third handle. Less even, because at least the N64 controller worked for FPS games. Good luck trying to input action commands while moving using the Steam controller.
This is exactly true. The point that was originally made, the point that I was backing up, was that the touch screen is a poor as a precise and quick input device.lacktheknack said:Well, seeing how it would be used in place of a D-Pad, which was used mostly for inventory management, which required exactly the same thing...DrOswald said:In that case we are adding in at least human reaction time into the input time. If we have to visually confirm what button we are going to press then that will slowdown the input, not to mention take your attention away from other things happening on the screen. And clutter up the screen. So, yeah, still inferior.Vigormortis said:Um...no..DrOswald said:The overlay tells you what button was pressed. After you press it. That really doesn't help things at all. You need to know what button you are going to press before you press it. That is the problem.
I mean, I don't even really agree with jeffers and I can see the terrible problem with that one.
The overlay pops up when you touch the screen, showing you what option you currently have selected. THEN you click the touch screen to confirm your selection.
Where the hell are people getting the idea the controller just pops up a message saying, "You just pressed this option!" after the fact?
Seriously...
I'm sorry, but those have got to be some of the flimsiest complaints I've heard thus far.DrOswald said:In that case we are adding in at least human reaction time into the input time. If we have to visually confirm what button we are going to press then that will slowdown the input, not to mention take your attention away from other things happening on the screen. And clutter up the screen. So, yeah, still inferior.
I've never needed to hit the D-Pad in a split second. I've always been in a comparably safe location before accessing inventory because, as you said, it takes your attention away.DrOswald said:This is exactly true. The point that was originally made, the point that I was backing up, was that the touch screen is a poor as a precise and quick input device.lacktheknack said:Well, seeing how it would be used in place of a D-Pad, which was used mostly for inventory management, which required exactly the same thing...DrOswald said:In that case we are adding in at least human reaction time into the input time. If we have to visually confirm what button we are going to press then that will slowdown the input, not to mention take your attention away from other things happening on the screen. And clutter up the screen. So, yeah, still inferior.Vigormortis said:Um...no..DrOswald said:The overlay tells you what button was pressed. After you press it. That really doesn't help things at all. You need to know what button you are going to press before you press it. That is the problem.
I mean, I don't even really agree with jeffers and I can see the terrible problem with that one.
The overlay pops up when you touch the screen, showing you what option you currently have selected. THEN you click the touch screen to confirm your selection.
Where the hell are people getting the idea the controller just pops up a message saying, "You just pressed this option!" after the fact?
Seriously...
As an extension to the overall controller? So a developer can custom program quick menu buttons and such? That sounds interesting. And the improvements Valve has made sound like they will greatly improve the usability of the touch screen. But as a replacement for actual buttons you need to be able to press in a split second it is poor.
Are you talking about only the specific case in some first person shooters where the d-pad is used for only inventory management? Because D-pads are used for a lot more than that. And in any case, being able to quickly and reliably change inventory while in the middle of a firefight is kind of important. Having to retreat to a place of safety to get the correct grenade type out would be a serious problem.lacktheknack said:I've never needed to hit the D-Pad in a split second. I've always been in a comparably safe location before accessing inventory because, as you said, it takes your attention away.DrOswald said:This is exactly true. The point that was originally made, the point that I was backing up, was that the touch screen is a poor as a precise and quick input device.lacktheknack said:Well, seeing how it would be used in place of a D-Pad, which was used mostly for inventory management, which required exactly the same thing...DrOswald said:In that case we are adding in at least human reaction time into the input time. If we have to visually confirm what button we are going to press then that will slowdown the input, not to mention take your attention away from other things happening on the screen. And clutter up the screen. So, yeah, still inferior.Vigormortis said:Um...no..DrOswald said:The overlay tells you what button was pressed. After you press it. That really doesn't help things at all. You need to know what button you are going to press before you press it. That is the problem.
I mean, I don't even really agree with jeffers and I can see the terrible problem with that one.
The overlay pops up when you touch the screen, showing you what option you currently have selected. THEN you click the touch screen to confirm your selection.
Where the hell are people getting the idea the controller just pops up a message saying, "You just pressed this option!" after the fact?
Seriously...
As an extension to the overall controller? So a developer can custom program quick menu buttons and such? That sounds interesting. And the improvements Valve has made sound like they will greatly improve the usability of the touch screen. But as a replacement for actual buttons you need to be able to press in a split second it is poor.
But that was the original complaint that jeffers had. He said that a d-pad was needed to for precision split second button presses in many case. The response was that the touch screen replaces the d-pad.You keep acting like the touchscreen is replacing buttons that need to be pressed often and quickly, and I find it distressing that you seem to think that Valve and devs are actually somehow that thick.
What cases are these?DrOswald said:Are you talking about only the specific case in some first person shooters where the d-pad is used for only inventory management? Because D-pads are used for a lot more than that. And in any case, being able to quickly and reliably change inventory while in the middle of a firefight is kind of important. Having to retreat to a place of safety to get the correct grenade type out would be a serious problem.lacktheknack said:I've never needed to hit the D-Pad in a split second. I've always been in a comparably safe location before accessing inventory because, as you said, it takes your attention away.DrOswald said:This is exactly true. The point that was originally made, the point that I was backing up, was that the touch screen is a poor as a precise and quick input device.lacktheknack said:Well, seeing how it would be used in place of a D-Pad, which was used mostly for inventory management, which required exactly the same thing...DrOswald said:In that case we are adding in at least human reaction time into the input time. If we have to visually confirm what button we are going to press then that will slowdown the input, not to mention take your attention away from other things happening on the screen. And clutter up the screen. So, yeah, still inferior.Vigormortis said:Um...no..DrOswald said:The overlay tells you what button was pressed. After you press it. That really doesn't help things at all. You need to know what button you are going to press before you press it. That is the problem.
I mean, I don't even really agree with jeffers and I can see the terrible problem with that one.
The overlay pops up when you touch the screen, showing you what option you currently have selected. THEN you click the touch screen to confirm your selection.
Where the hell are people getting the idea the controller just pops up a message saying, "You just pressed this option!" after the fact?
Seriously...
As an extension to the overall controller? So a developer can custom program quick menu buttons and such? That sounds interesting. And the improvements Valve has made sound like they will greatly improve the usability of the touch screen. But as a replacement for actual buttons you need to be able to press in a split second it is poor.
And that's why I fail at inventory swaps in combat. D-Pad doesn't help.
But that was the original complaint that jeffers had. He said that a d-pad was needed to for precision split second button presses in many case. The response was that the touch screen replaces the d-pad.You keep acting like the touchscreen is replacing buttons that need to be pressed often and quickly, and I find it distressing that you seem to think that Valve and devs are actually somehow that thick.
You won't find me arguing with you here. Parties on both sides have shown an alarming lack of common sense regarding all this new Steam stuff.Vigormortis said:...*extended dialogue about Valve detractors*...
None of that tells me specifically whether or not the Steam Controller is going to work with games not associated with my Steam account. For all we know, Valve may decide to hard-lock the controller to prevent it from working with non-Steam games. Until Valve decide to release more info, all anyone can do at this point is speculate.As to your last point, it will be functional outside of the SteamOS environment.
Directly from the article (seriously...why the hell are people not reading that page?) -
The Steam Controller was designed from the ground up to be hackable. Just as the Steam Community and Workshop contributors currently deliver tremendous value via additions to software products on Steam, we believe that they will meaningfully contribute to the design of the Steam Controller. We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can?t wait to see what you come up with.
In essence, if you want to hack/mod the thing to work for something else, you're not only free to but Valve will give you the tools to do so.
A fair point. And I think some may have misspoken before.DrOswald said:But that was the original complaint that jeffers had. He said that a d-pad was needed to for precision split second button presses in many case. The response was that the touch screen replaces the d-pad.
They wouldn't hard-lock it to Steam games.KungFuJazzHands said:None of that tells me specifically whether or not the Steam Controller is going to work with games not associated with my Steam account. For all we know, Valve may decide to hard-lock the controller to prevent it from working with non-Steam games. Until Valve decide to release more info, all anyone can do at this point is speculate.As to your last point, it will be functional outside of the SteamOS environment.
Directly from the article (seriously...why the hell are people not reading that page?) -
The Steam Controller was designed from the ground up to be hackable. Just as the Steam Community and Workshop contributors currently deliver tremendous value via additions to software products on Steam, we believe that they will meaningfully contribute to the design of the Steam Controller. We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can?t wait to see what you come up with.
In essence, if you want to hack/mod the thing to work for something else, you're not only free to but Valve will give you the tools to do so.
Seriously, I simply want more details from Valve, and people like you keep telling me to "read the information available". That's exactly what I do, and I'm still not getting answers to all the questions I have regarding Steam Universe and Valve's ultimate intentions with the project.
A fair point. However...KungFuJazzHands said:None of that tells me specifically whether or not the Steam Controller is going to work with games not associated with my Steam account. For all we know, Valve may decide to hard-lock the controller to prevent it from working with non-Steam games. Until Valve decide to release more info, all anyone can do at this point is speculate.
Seriously, I simply want more details from Valve, and people like you keep telling me to "read the information available". That's exactly what I do, and I'm still not getting answers to all the questions I have regarding Steam Universe and Valve's ultimate intentions with the project.