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#1 |
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Member
Join Date: May 2005
Posts: 519
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I've read many posts (none that I can think of here) around the web about how a heck of a lot of console players hate, despise, & loath the very thought of people using a mouse & keyboard to play FPS games on the console as well as a very great many even go as far as to say its cheating. Now on the other hand its perfectly acceptable to use a Steering Wheel in racing games against those that can only use a controller. To me this is complete nonsense. As far as I know FPS games were more designed for a KB/M & while I would think most racing games were originally designed for a controller. They normally work a lot better (at least for me) with a actual steering wheel. So if you can play a racing game better with a steering wheel & not be ridiculed by the controller purists then why not a KB/M for FPS games? Or do most controller purists rain down upon the steering wheel players as well & I've just never noticed it?
Surely I can't be the only one to have made this comparison before? Your thoughts on the subject will surely be interesting. But lets not flame please. Edit: Btw, there are also a heck of a lot of console players I've read posts from that think they are every bit as good on the controller as anyone with a KB/M. So again why the hyper excited hate for those who would rather use it when playing a FPS game? Last edited by D3v0ur3r; 30-Oct-2007 at 15:09. |
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#2 |
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wipEout bastard
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In a racing game, the differences between a controller and a steering wheel is far smaller (less noticable) and less of an issue than in a FPS between keyboard/mouse and a controller.
It's all about making an even playing field possible.
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above 6000 rpm no one hears you scream |
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#3 |
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Friends call me xbd
Join Date: Feb 2005
Posts: 6,293
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The reason why is that a wheel gives a tactile advantage, but not a performance/response advantage; a very large difference that renders a gamepad gamer unable to compete against a keyboard&mouse gamer of identical skill in a game which supports both without handicapping.
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Somebody set up us the bomb. |
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#4 |
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That's my stapler
Join Date: Feb 2002
Location: "Midwest," USA
Posts: 3,950
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So, basically, there's no hope in my controller skills ever catching up to KB/M?
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"Yes windows 3.1 was better than the macOS of the day. All the Windows OS's have been better." - eastmen |
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#5 |
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Friends call me xbd
Join Date: Feb 2005
Posts: 6,293
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Your skills yes, but your skills alone cannot overcome the tracking differential between a mouse and an analog stick.
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Somebody set up us the bomb. |
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#6 |
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Member
Join Date: May 2005
Posts: 519
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I honestly think the Wheel replies thus far is a complete matter of opinion. Every time I've raced a Wheel player with a controller I've lost. You generally can not make turns nearly as well with a controller as you could with a wheel. That alone imo is a rather large advantage.
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#7 |
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Member
Join Date: Apr 2007
Location: Carlsbad, CA
Posts: 186
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I think you are correct a wheel to the controller in a driving game is almost exactly like a KB/M to a controller in a FPS. A wheel is an advantage, not only in giving feedback, but it also gives much finer control than a controller.
I'm not good at FPSs, but I've seen plenty of people playing FPS with KB/M that I would easily beat with a controller. As long as multiplayer games match people according to their skill, I don't care what people use. If being cramped up at a desk is how you want to play, so be it. But I much prefer the feet up relaxed on the couch playstyle. |
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#8 |
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ea_spouse is H4WT!
Join Date: Feb 2002
Location: 53:4F:4E:59
Posts: 1,586
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I don't think it can be stated one way or the other. All things being equal then yes you do get an advantage with mouse and keyboard vs. gamepad (same with wheel vs. gamepad). However it can vary from game to game. As far as shooters go, game pads don't always necessarily have the same sized hit box for a target as mouse and keyboard users do (on the same game). The gamepad may or may not also have subtle aim assists that mouse and keyboard users have. Plus while with a mouse you get more acceleration around an axis, the game could also constrain it to n number of degrees per millisecond to match the slew rate of the game pad.
In racing titles, gamepads have to have a lot of input buffering and dampening to make a car controllable (thanks in no small part to people's habit of "digital steering"). So in some ways game pad users get quite a bit of assist that one could to some degree be called "cheating." Chances are if a title supports both input methods then chances are using one or the other really isn't cheating because they should both be relatively well balanced (much the chagrin of the person using the wheel or mouse+keyboard).
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"The sooner someone gets sued by Intel for violation, the sooner the patent can be revoked from orbit for gratuitous and wanton disregard for prior art and obviousness." ~TomF |
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#9 | |
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Member
Join Date: Jan 2007
Posts: 192
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#10 |
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Member
Join Date: May 2005
Posts: 519
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I am not a "real racing games fans" & I own a Momo for the PC. One could more then likely tell with my recent posts that I am a FPS fan. But I realize that I can play a racing game a lot better as well as enjoy the game & be emersed in the game a lot better with a good force feedback wheel. But I am one of those fellows that likes having better tools to play the game better. That's just me. So I have to very much disagree with you novcze as racing hasn't ever been my thing near as much as a FPS game is. I also intend on getting a decent wheel for the PS3 & I am still not a "real racing games fans". I just enjoy playing games well with better equipment to do it.
Last edited by D3v0ur3r; 30-Oct-2007 at 21:08. |
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#11 | |
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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On the PC, I found a wheel has a lot better control than a keyboard/gamepad, but that's because the former is analog and the latter is digital. Take any analog control, like a joystick, and there's no reason that a wheel would be any better other than the learning curve. One thing that was annoying on the PS2, however, is large deadzone in the analog sticks, and I don't know if that's improved on the PS3. Fine adjustments were hard with Gran Turismo because small movements in the thumbstick did nothing. I'll concede that a wheel has an advantage there. However, someone good enough with the controller will be able to match the input signals of someone on a wheel. That is not even remotely true for a KB/mouse vs. controller. |
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#12 | |||
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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In the main, and especially in LAN parties, there are clear advantages and disadvantages to both the d-pad and the wheel (being able to make more precise motions while in a turn vs being able to make more sudden motions without losing control, and being able to make faster transitions from turning left to turning right). But the main reason (also) many of the top players move to wheel control, is that you discover it's just so much more immersive and fun. Quote:
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Games should support both even if it were just to settle the damn argument, and/or to find ways to improve the experience on both. Right now, Unreal looks like it will make that happen and while it would be much better if all games do it, and it's just one type of fps, its at least a start. Hopefully it's a successful experiment and others will follow. After all, there are already special controllers out there that will make the point moot otherwise anyway. |
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#13 |
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Member
Join Date: May 2005
Posts: 519
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Nice reply Arwin. I did notice the D-pad was a lot better for Dirt then the Thumb stick just this past Sunday. Since I just got my PS3 late Friday night I spent a lot of Saturday messing about with PS3/TV settings, & trying to optimize the wireless connection as much as possible with the router.
Does anyone know if steering with the D-pad on the 360 is as nice as it is on the PS3? Btw. I had to RMA my FragFX. Dang shame its thumb stick didn't work. I thought the mouse movement was about as well as you could expect without true mouse support. I went from tard to instant master on RFoM with just aiming as that's all I could do. Was great. Don't know if I'll try & order another in fear I may have to RMA it as well. Edit: Looks like there is a brand new XFPS as well. http://www.xcm.cc/XFPS_3.0_Sniper.htm Last edited by D3v0ur3r; 30-Oct-2007 at 21:58. |
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#14 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,700
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Replace "Wheel" with "Arcade Stick", "Flight Stick", ad nauseum. The issue isn't about a "level playing field" as the host of advantage giving perephrials indicates. FASA and Epic have both gone on record that their games are fairly balanced with gamepad/KB&MS. Which isn't a surprise considering how developers have done a lot to improve gamepad support in FPS with adhesion, time base acceleration, auto-aim, non-linear X/Y movement, and so forth that address the issues gamepads have. Putting it all together your good console FPS players are very good. If you really wanted a level playing field FPS would all be in SDTV with no 5.1 sound and no headsets allowed with an artificial bloated pings to keep everyone in the same range (e.g. over 100ms).
In the past people complained about KB/MS no being comfortable in the living room and the stigma of PC gaming. Now you have lap boards like the FragFX and Phantom setup and the invasion of HTPCs. Then it was competitive balance, but with simple "exclude" filters online and the improvements made in gamepad input game design this isn't as much of an issue either. The real issues are you have millions of hardcore gamers who have played FPS for years who are quite good. As a business model you don't want them flooding in and killing the casuals. And if you're MS you don't want them jumping ship at all. But the entire competitive advantage concept falls on its face when you consider all the upgraded experiences console makers offer, both in input devices as well as in experience. Someone with a headset, large HDTV, 5.1 sound, low latency connection, with an arcade stick (or wheel, or flight stick, etc) absolutely has an advantage. But I don't see any kevetching about HD displays, surround sound, network advantage, headset unbalancing teamplay, etc. The squeaky wheel gets the oil, especially if it makes money. And the console gamers have made it very clear they are ALL about personalization and customization (and you're SOL if you don't have a headset, stop being so cheap and go buy one!)... as long as it keeps those damn hardcore PC FPS gamers off their platform. But its ok to get owned by an arcade sitck
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#15 |
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Member
Join Date: May 2005
Posts: 519
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Nice points although I am not sure I get your over all point. Epic said they will offer the option to make servers either controller only, KB/M only, or a mix. That right there is the answer to this whole argument imo. With the cost we pay to play with these things you should have the option to use whatever you prefer. Hopefully Epic will be blazing the path for the future. So far its my opinion that the controller purists are just hypocrites based on a lot of the points Joshua Luna just pointed out as well as the Wheel vs controller being acceptable BS.
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#16 |
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Senior Member
Join Date: Jun 2003
Posts: 1,367
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Saying a kb/m is cheating is ignorant. Its simply a better way to control, and anyone should have the option. Its time console makers and devs get on the ball with this.
Saying its cheating, is like saying that someone with a 60" HDTV is cheating, when playing vs someone who has only a 19" TV. |
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#17 | |
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Specious Misanthrope
Join Date: May 2003
Location: Treading Water
Posts: 7,459
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Its fine to allow multiple input devices if the developer wants to take the time to balance them properly. |
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#18 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,700
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[quote=AlphaWolf;1084511]Apples and potatoes. The size of the display has no appreciable effect on the game experience, if you could only see a % of what the person could on the larger display you might have a point. [/QUOTE
So you are saying gaming in 640x480 is equivalent to gaming at 1080p And yes, in many games, people with larger widescreen displays do see more. And resolution has an advantage of finer detail (especially useful for picking out objects in the distance). 5.1 sound is superior to stereo because it gives you a better orientation. Headsets allow you to communicate with your teammates for more cooperation and strategy. Low latency gives you faster reaction time and a better presentation of where objects really are. And so forth. The impact every element has varies game to game and gamer to gamer, but it is unrealistic to say that online gaming is a level playing field. And the console manufacturers with their host of options and perephrials have created this environment. If they wanted it completely level they would cater to only the lowest common denominator.
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#19 |
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Senior Member
Join Date: Jan 2007
Posts: 2,548
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another difference between gamepad and wheel is its much harder to feather the gas (at least if you use the traditional control setup where a regular button is the gas). in GT, accelerating out of the apex with a gamepad is a little more difficult as you're pretty much stomping on the gas causing you to spinout (with higher powered/rwd cars anyway)... you have to keep tapping the button so you don't give it too much gas. with wheel/pedal, you can easily give it the right amount of gas necessary.
but yeah, i agree the difference between kb/m and gamepad is more than wheel and gamepad. |
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#20 | |||
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Specious Misanthrope
Join Date: May 2003
Location: Treading Water
Posts: 7,459
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#21 | ||||
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Senior Member
Join Date: Mar 2002
Posts: 3,779
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I disagree about the d-pad, though. Racing games put a rate limiter on how fast the simulation's internal wheel moves when controlled by a digital input for obvious reasons. Most games map to an analogue control in a 1:1 manner. Quote:
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#22 |
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Senior Member
Join Date: Sep 2002
Posts: 3,891
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With the current consoles i still donīt understand why the developers doesnt let the online servers decide if they accept kb+mouse.
I canīt play any of the current FPS games on consoles without getting extremely frustrated. Resistance,Killzone 2, Halo 3 are wasted on me.
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#23 |
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Member
Join Date: Dec 2006
Location: France
Posts: 671
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Wheels it's for a better immersion and a more realist feeling like in reality… and it's more easy this gamepad due to assist like Archie4oz explain.
Are a Kb+M the real way to make a gunfight… no… Wiimote was more closer to reality than a Kb+M. Kb+M is far aways from real, the opposit of the wheel, for me Kb+M is more easy and kill the immersion in game, but I understood that for competition it's the better choice So it's normal to not authorized Kb+M vs Gamepad… Kb+M got a very huge advantage |
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#24 | |
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wipEout bastard
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If you are to implement keyboard/mouse for online play - they should be split into seperate rooms to that everyone more or less has a equal playing field. Splitting the user base though is not something game devs would like to do though (less players online).
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above 6000 rpm no one hears you scream |
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#25 | |||
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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[QUOTE=Mintmaster;1084540]Interesting. I knew the d-pad has limits on the rate of steering movement, but I didn't know about steering aid limiting how far you can steer.
Good to know. I hate the deadzone in GT3, and as a consequence I almost used the stick like I would use the d-pad (sort of like PWM). Quote:
Back when I got the df pro first, I used 900 degree mode on GT3, which doesn't actually support it. Thus there was no mapping to how much you need to turn the wheel at different speeds, causing you to have to turn a rather lot for everything. Definitely a downside in most cases, but then I found a track (Apricot Hill) and a slow car (old mini cooper) where I could actually pull off a great lap. And with such low powered cars, it's all about keeping the tire friction to the absolute minimum possible, so getting the smoothest line possible is essential. After 20 laps of getting used to it and perfecting it, I literally obliterated the then best time (though mind you competition on that combination wasn't tough, but it had been driven by one of the best guys back then and I beat that by several seconds), and got called out for that online subsequently several times. Fortunately I had saved the replay. Quote:
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And I certainly personally prefer the controller these days (I go way back on PC with fps games). Just more comfortable and certainly when everyone uses it these things don't matter. All in all I really agree with most people ... Just support the keyboard and mouse, all these consoles can do this easily enough, and it would open up the console market both to more gamers, and to more genres. But nobody (except now Epic) seems to want to make this investment. But if Epic is successful, then this may change. I might buy their game just for that reason alone, even though I'm not otherwise interested in the game. |
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