Sensitivity adjustments.

  • Now that Rare has embraced the idea of giving each separate weapon a sensitivity slider to increase consistency and player choice, I would like this option to extend further.

    From what I read, these sensivity changes does not extend themselves to firing the cannons, as well as being under water. Being under water is naturally not that important, but very annoying nonetheless, since there really doesn't exist a good reason for it to be like that. (Unless player frustration is their goal)

    Cannons however, is a completely different beast. Unless you have a very high natural sensitivity (with the PC that is), the sensivity is ludicrously low. It's not quite as bad as the EoR, but not far off, forcing players to use WASD to make it bearable.

    I suggest they normalize the underwater sensitivity, while adding a slider to the cannons.

    End of rine.

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  • Cannons should stay as they are, cumbersome guns like that wouldnt be easy to move and their movement rate reflects that.

  • @elchupacabraj86 said in Sensitivity adjustments.:

    Cannons should stay as they are, cumbersome guns like that wouldnt be easy to move and their movement rate reflects that.

    Do you want to spend literally weeks of time, because you need to heal a broken leg ingame? No? Then stop using realism as an argument.

    @personalc0ffee said in Sensitivity adjustments.:

    I think PC has enough advantage, thank you.

    Not an argument.

  • Well i play on both PC and Xbox , i don't really see much of a difference. It's all about skill, you play style is totally different on a Controller (planned attacks) where as on the PC it's a bit more accurate for quick movements. I love the crossplay option this game is not like COD, you need to be patient. You can't run and gun in this game.

  • @hunkypirate
    Apart from this line: Well i play on both PC and Xbox , i don't really see much of a difference. You entire post really carries no correlation to my suggestion at all.

    Inconvenient design, for the sake of being inconvenient is pointless. It's not "all about skill", when the game is mechanically limited. Can you fly in Sea of Thieves? I mean, "it's all about skill" so surely, you can fly indefinitely.

    Being underwater, taking away an annoying amount of sensitivity is just that. It's pointless and inconvenient. Cannons having a massive decrease in sensivity, which can be worked around with macros, is the same. It's inconvenient and annoying and serves to purpose, other than being just that.

  • Although i'm on PC i play mostly with a controller, and honestly i prefer the controller, my sensitivity is all the way up on a controller, it's great! i honestly don't know what people complain so much about, and yeah i play at a ping of 180-190... so should rare move the server close to my house? Even with high ping i manage to win most of the time, like i said it's not just about aiming and PC vs Xbox. You need to understand the game mechanics.

  • @lenny2k3 Ah, the ‘anti-realism’ argument. Might as well have the ships fly then if there’s to be absolutely no realism. Might as well have a sensitivity slider for sail adjustment, too, I suppose? Those can take a while to move. Cannons are fine. Underwater movement is fine. You have no idea how the sensitivity will impact aiming under water because it hasn’t been released yet.

    Yes, the movement speed underwater is pointless... unless you’re aiming to simulate being underwater, of course.

  • @personalc0ffee said in Sensitivity adjustments.:

    I think PC has enough advantage, thank you.

    Surely it can't have enough of an advantage already ;)

  • @lenny2k3 am just thinking now scientifically. How would one in real life fire a flintlock based weapon underwater??? Should weapons fire then be disabled underwater?

  • @hunkypirate
    I mention the sensitivity because it is a meaningless "function" as it, considering how easily you can work around it, because the sensitivity lock is quite "high" in the cannonballs. In other words, the intention was to be able to move faster, but the way the sensitivity works right now, is that it just divides your current one with an arbitrary number, so it's unusable if you have a low one by default. It's pointless, which is exactly why they added the sliders for the weapons.

    @entspeak said in Sensitivity adjustments.:

    @lenny2k3 Ah, the ‘anti-realism’ argument. Might as well have the ships fly then if there’s to be absolutely no realism. Might as well have a sensitivity slider for sail adjustment, too, I suppose? Those can take a while to move. Cannons are fine. Underwater movement is fine. You have no idea how the sensitivity will impact aiming under water because it hasn’t been released yet.

    Yes, the movement speed underwater is pointless... unless you’re aiming to simulate being underwater, of course.

    Yeah, the classic strawman. I am done responding seriously to that stuff. Try again.

    @personalc0ffee said in Sensitivity adjustments.:

    It has some but it is mostly balanced. Like I said, I play with gamepad and it takes two pc players to take me out.

    Then why are you against fixing things which only serve as an inconvenience, because they forgot to properly implement something? Literally makes no sense.

  • @personalc0ffee
    "M-muh PC advantage"
    "I have no problems beating two PC players single handedly on a console".

    Come on, it's not that hard to understand what I am pointing out.

  • I am playing on PC more than Xbox, and I think the cannons are just fine. It's not that hard to use the WASD for big movements / mouse for small movements. It's really not a big deal at all. Cannons shouldn't be able to be aimed in the blink of an eye.

  • @personalc0ffee
    Seek help dude. You are literally twisting it to the complete opposite here.

    @daddy-sanctus said in Sensitivity adjustments.:

    I am playing on PC more than Xbox, and I think the cannons are just fine. It's not that hard to use the WASD for big movements / mouse for small movements. It's really not a big deal at all. Cannons shouldn't be able to be aimed in the blink of an eye.

    Which is fine. Having to literally slide your mouse several meters to be able to move the cannon a few degrees is completely unnecessary. You can still lock the turn rate, while decreasing the distance required to move it physically.

    Imagine when steering your car, instead of having to move the steering wheel clockwise/counterclockwise once to each side, you'd have to turn it 10 times. The effect of turning is still the same, but a physical, pointless inconvinience is now there. Why wouldn't you improve upon such a hindrance? Completely anti-innovative.

  • @personalc0ffee
    Yeah... Except im not. Get some reading comprension dude. You're posting nothing but nonesense in every thread you enter. I am not the only person pointing this out.

  • @personalc0ffee
    I have explained the issue indepth several times over. If you cannot grasp the clear message which is stated several times over, in clear text, there is no point in continuing. You are misintepreting every word, like you've got a habbit of doing.

  • @lenny2k3 said

    Imagine when steering your car, instead of having to move the steering wheel clockwise/counterclockwise once to each side, you'd have to turn it 10 times. The effect of turning is still the same, but a physical, pointless inconvinience is now there. Why wouldn't you improve upon such a hindrance? Completely anti-innovative.

    You mean like the helm of the gally? Maybe it should have power steering! Or are you ok with the helms sensitivity? I see logical inconsistancies here if you arent campainging for steering sensitivity too.

    Again, cannons are fine and they make sense given their size, much like the steering of the big ships makes sense.

  • @elchupacabraj86
    No, it's not the same as steering the wheel of the gally.

    Here's the thing. Let's say the maximum speed of moving the cannons are 2 for simplicity. When you use the keys (WASD) or gamepads, you move the cannons at the speed of 2. When using the mouse, you can still move a the speed of 2, hence, the intention of the game is to move at that speed. To reach this speed on the mouse however, you literally need to swipe your hand at an insane rate(as in several meters per second), because the physical distance bound to the sensitivity is too low. Again, I am not arguing for the cap of the speed to be increased indefinitely, just that the actual current cap is more easily reached with a mouse.

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