Console: KB/M=Cheat, Wheel=Acceptable

There is a much bigger difference than that. Movement of a mouse directly translates to orientation of the character. A controller stick translates to rate of change of orientation of the character.

This works because you can move a mouse, lift it up, and recentre it. You can't do that with a thumbstick or joystick. You did notice this fact, but you did not notice how this allows position control instead of velocity control (well, orientation vs. angular velocity to be more specific).

Interesting stuff about controller input versus mouse input for FPS games. I did not know that the controller’s “look” stick controls the rate of change of orientation of the character. That certainly explains why aiming with a controller is not nearly as precise as aiming with a mouse. In fact, in a console FPS, the best way to aim with a controller is by using the “move” stick rather than the “look” stick as doing so allows for much more precise aiming than using the “look” stick. If the “move” stick controls character position like the mouse does, that also would explain why this tactic works as well as it does.
 
To make Mintmaster's point clearer (if that's even necessary), the controller would have to be mapped so that if you push it all the way up, you aim at the top of the screen, and if you push all the way down, you aim at the bottom of the screen, and if you then let it go again, it would recenter. Now the sixaxis' 10bit analog sticks gives you a 0-1024 range, which if you are to be as precise as a mouse, you'll need to be able to hit with a one-pixel precision
Actually, that wouldn't work. Remember the velocity vs. position argument (see below). I'm also assuming infinite precision in the controller in my arguments.
I did not know that the controller’s “look” stick controls the rate of change of orientation of the character. That certainly explains why aiming with a controller is not nearly as precise as aiming with a mouse.
This is necessary, because otherwise whenever you let go of the stick your character would face the same direction as when you started the level!

The only way you could map a controller stick to position is if you had a recentre button. That way if you're moved the stick to a position that faces the character in the direction you want to go, you could hold down that button while releasing the stick to avoid making the character turn back to the old position. However, that would be a seriously convoluted control scheme, and more to the point, no game does that.
 
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Anyhow, arcade stick gamers are having a good time throttling gamepad users in VF5.

Would anyone argue an arcade stick isn't better than a gamepad for a fighting game?
 
Anyhow, arcade stick gamers are having a good time throttling gamepad users in VF5.

Would anyone argue an arcade stick isn't better than a gamepad for a fighting game?

A Dance Dance Revolution pad would be better than the 360 d-pad. It stinks.

So no wouldn't argue that a arcade stick isn't better.

Cheers
 
Has any manufacturer try creating a small wireless laser thumb mouse ? Player can attach it to their thumb, and there will be some sort of attachment for the surface perhaps over the buttons.

So it will be similar to keyboard and mouse, but smaller scale.

I am sure something like that would be a good compromise and with the level of popularity of FPS and maybe RTS, something like that would probably be in demand.

If miniturisation of mouse is impossible, they can try for a tablet like device with some kind of thumb attachment for accuracy.
 
Probably because controllers aren't good for aiming in shooters. I am trying Portal Challenges, I wish I was playing on keyboard + mouse! they are impossible!
 
Which brings the issue to focus: Why is KB/MS cheating&unfair, but an arcade stick (a huge advantage, even over a good dpad) get the Microsoft seal of approval. Why is rhetorical...

Probably because there's no money in KB/M for the console manufacturer. :p
 
Most people, regardless if you chose to believe so or not, have their consoles hooked up in an environment where hooking up a KB/M is problematic. I have compatible KB/M at home as well, but rather not use them with my PS3 as when I play games, I want to be able to enjoy them on the couch. Doing that, I can enjoy all the online games with a more or less level playing field. Imaginge having some people use KB/M in those games - I'd be more or less forced to use them as well, if I'd want to have a chance of survival. Even if I would, I'd be at a hopeless disadvantage to the more hardcore gamer sitting at a desk and playing the game with KB/M infront of a monitor.

Splitting up rooms is problematic as well - it ultimately splits the online userbase in two. If KB/M should ever be supported, this would be the best alternative though, seeing that advantage KB/M offers is huge and will make the game unplayable for anybody participating using a controller.

It's understandable that KB/M users are frustrated having to use an inferior controller to FPS. Give it some time and practise and you'll become better. :smile:
Online games aren't about a level playing field, they're about offering a challenge to the player. There will always be hardcore gamers far better than any casual gamer (even without KB/M). For online gaming to be a meaningful challenge, you have to bring people with similar skill levels together. If someone uses superior equipment which makes him play better, that will be reflected in his "skill level".

Players feeling constrained by the input device is a bad sign. They will blame the controller for losing, realize that they can't fix it, and abandon the game. To enjoy a game players need to believe they can improve, and that implies that they need to be able to blame themselves, not the controller.
 
Online games aren't about a level playing field, they're about offering a challenge to the player. There will always be hardcore gamers far better than any casual gamer (even without KB/M). For online gaming to be a meaningful challenge, you have to bring people with similar skill levels together. If someone uses superior equipment which makes him play better, that will be reflected in his "skill level".

Players feeling constrained by the input device is a bad sign. They will blame the controller for losing, realize that they can't fix it, and abandon the game. To enjoy a game players need to believe they can improve, and that implies that they need to be able to blame themselves, not the controller.

"Even a one armed man can become the heavy weight boxing champion of the world.."

I think you understand what i'm trying to say..
 
Why are we even furiously debating the topic? Of course it's not cheating, it's just another method of interfacing with the application. If the developers support it, then it is not cheating.

Perhaps what should be done in ranked matches for example, is have kb/m matches and dpad matches to level the playing field.

I'm an avid TF2 player, you can join me in my adventures on Internode #11 as "TheHound". There is no way a dpad player will ever be able to pull of the fidelity of a rocket jump while simultaneously discharging another 3 rockets at three different targets before hitting the ground.

The problem is about adding equality to the playing field. Just because a country is disadvantaged, war ravished and full of famine, does that mean they won't compete in the Olympics?

They will and when they are ready to purchase that mouse and keyboard then, maybe then, they might have that edge.
 
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