KF 1032 Update

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Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
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We are working towards some other PVE balance and system changes that we feel the community will enjoy. I think I'll be able to talk more about them in the near future (we are doing some prototyping work now to see if they will work they way we intend).
 

Oy The Destroyer

FNG / Fresh Meat
Aug 21, 2014
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You guys are kidding about the sensitivity numbers update, right?

It now says "0.01" at the start of the slider and "0.70" at the very end...

I'm not sure how this is supposed to be useful to anybody? Am I missing something?

There have been OCD kids demanding numbers on the slider for a long - *** time. They have to get EXACTLY 69 sensitivity to play apparently.
 

RedPk

FNG / Fresh Meat
May 6, 2012
466
0
0
We are working towards some other PVE balance and system changes that we feel the community will enjoy. I think I'll be able to talk more about them in the near future (we are doing some prototyping work now to see if they will work they way we intend).

yoshiro have eny info about sharp??
maybe tomorrow a WWAUT??
 

Kothre

FNG / Fresh Meat
Apr 24, 2015
339
14
0
Thank God they finally increased bullet speed in ZED time. I was starting to think it would never happen. *wipes tear*

Aaaaand it doesn't affect Support. Lol why. Let's just add one more reason that class is underpowered.
 

Crips

FNG / Fresh Meat
Dec 14, 2015
31
2
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The most annoying thing right now for me is the permanent reset of the server browser. Since the introduction of the pvp mode it is broken.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,833
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Increased the speed of normal bullets (pistol, assault rifle, SMG) by 3x in ZED time.

Well done. It was one of the first annoying things that the community complained about.

And it only took a year :D
 

LovingAngel

FNG / Fresh Meat
Apr 25, 2016
3
0
0
There have been OCD kids demanding numbers on the slider for a long - *** time. They have to get EXACTLY 69 sensitivity to play apparently.
I think the point was that with 0.1 to .07, the available values for the sensitivity are really limited. Because sensitivity values may vary greatly. For instance, I have seen values from 0.1 to up to 30 in the same game. Thus, It might just be that those players who want the numbers on the slider still need to use the ini to adjust sensitivity.

In my case, I use sensitivity 2.5 (in the KFinput.ini). I have not checked yet, but seeing these numbers, I still need to go into the .ini to change my sensitivity.
 

q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
0
The sensitivity numbers implemented this patch doesn't actually help PC players. It's still the same as saying I use 1/3 bar.

I forget what patch it actually removed the numbers, but the UI would actually return the value you had it selected to so 1/3 was around 30. Right now, it just states that it goes from anywhere between .01 and .7 and we're still guessing our actual sensitivity. There's no way right now for me to slide the bar around and get to exactly .33.
 

ShingoMurata

Member
Feb 12, 2016
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steamcommunity.com
The sensitivity numbers implemented this patch doesn't actually help PC players. It's still the same as saying I use 1/3 bar.

I forget what patch it actually removed the numbers, but the UI would actually return the value you had it selected to so 1/3 was around 30. Right now, it just states that it goes from anywhere between .01 and .7 and we're still guessing our actual sensitivity. There's no way right now for me to slide the bar around and get to exactly .33.

Yeah I'm stunned because it's almost like someone who's never played a PC game in their lives came up with that idea of programming it that way and couldn't see any problems with it...

I don't think it's necessary for people to say it's OCD either... Maybe it doesn't matter what your sensitivity is set to if you dick around on hard with a firebug or whatever, but if you play gunslinger on the hardest difficulty you'll see why it's important to be able to aim consistently, especially when the game currently resets your configuration completely every time there's a big update (otherwise it would annoy everybody far less)!

And yes the icing on the cake is that the numbers indicated in the GUI now appear to be completely meaningless because I believe the game sets the value in the configuration file to a number which represents how many nodes from the left you've moved the bar--starting from 1--so yeah... If I didn't know better I'd say they're having a laugh!
 

ShingoMurata

Member
Feb 12, 2016
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Another thing I've been meaning to add on that subject is that KF2 seems to have some pixel-skipping issues... I'm currently playing with 1080p, 800dpi, and 2.5 sensitivity in CSGO, which translates to about #10 in KF2.

In CSGO, my crosshair moves relatively smoothly when I move the mouse around, but it skips 3 or 4 pixels at a time in KF2 and it's very irritating indeed. I played with a sensitivity about 20% of that with mouse acceleration since before I bought KF2 till recently, so I've never noticed it before.

It would be a shame if I have to use sensitivity #5 with 1600dpi because I only have a button for it on the bottom of my mouse and I won't be able to control the damn cursor in the buy menu or the Steam overlay either...

Has anybody else spotted this crap? I'm surprised I haven't seen anybody mention it... I may have a play around with the X and Y sensitivity scales in the config file at some point and see if there's any kludge that can be used to have smooth mouse movements again ("mouse smoothing" does not achieve this and to be honest I dare not ask what it actually does instead).
 

Oy The Destroyer

FNG / Fresh Meat
Aug 21, 2014
1,255
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Lol so I'm a firebug dicking around on hard? I adjust the sensitivity to where it feels right and looks to be in the same place on the bar. Then I try around to see if it's comfortable. That's why I said OCD. Because you need a number to attach it to or you can't rest and your dreams are haunted by the mystery wrapped in an enigma of a number slider in the options menu of an action game.

Nomesayin?
 

q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
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My sens/binds/well pretty much everything resets each update (major or minor), so playing different values each time does become a problem for me. Especially for me though, it bugs me that it was something that used to be there and now it's completely gone.
 

ShingoMurata

Member
Feb 12, 2016
77
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steamcommunity.com
Lol so I'm a firebug dicking around on hard? I adjust the sensitivity to where it feels right and looks to be in the same place on the bar. Then I try around to see if it's comfortable. That's why I said OCD. Because you need a number to attach it to or you can't rest and your dreams are haunted by the mystery wrapped in an enigma of a number slider in the options menu of an action game.

Nomesayin?

Excuse me. You made a post here for no reason other than to slag off people who are asking for something that is in no way unreasonable whatsoever. Apparently you had nothing better to do than that at the time. Shame on you.

After I've called you up on it, you immediately took notice and have taken it a step farther. Shame on you again.

There's no need for this kind of negativity. I would go to the bathroom and slap myself in the face if I caught myself making the kinds of posts like the last two that you've made here. That sort of crap is the reason why I lurk on forums 99% of the time rather than getting involved.

I won't dignify any more of your input unless it's constructive mate. Think about what I've said and please don't help drag this forum down to HLTV.org standards!
 

Oy The Destroyer

FNG / Fresh Meat
Aug 21, 2014
1,255
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Oh please. The first post was a little "edgy" but the second post was nothing. Loosen your knickers a bit and laugh instead of being so melodramatic with your "shaming" bull****.
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,567
24
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Lol so I'm a firebug dicking around on hard? I adjust the sensitivity to where it feels right and looks to be in the same place on the bar. Then I try around to see if it's comfortable. That's why I said OCD. Because you need a number to attach it to or you can't rest and your dreams are haunted by the mystery wrapped in an enigma of a number slider in the options menu of an action game.

Nomesayin?

No, you need a number attached to it so you can restore your settings after the next update.

They've touched the mouse sensitivty bar 3 times so far (that we know of) and for the live of them just couldn't bare to give us an accurate display and control mechanism. Not because that is hard to do (because it's not) but ... I actually have no idea why.
Perhaps it is their GUI designer who OCD's over "leaking" numbers?


Anyway, in case this was simply a communication issue here's what I'd love to see so we can move on:


In any FPS the main skill a player has to learn is mouse control

Having to re-adjust to ever new circumstances such as mouse smoothing, pixel skipping, mouse acceleration and varying sensitivity values can compromise their learning process and the progress made. This often leads to annoyance or frustration and thus poor usability.


The solution is easy
Provide the player with 2 functions:
1) Accurate sensitivity display (preferably as accuracte as the engine itself).
2) Equally accurate sensitivity setting methods.
3) (Optional) Less accurate "Let me take a wilde guess" sensitivity setting method.


Something like this


There are no specifict requirements to it's visual design other than to NOT impair functionality.


Benefit

  • A small solution to a small problem
  • Sets an example against "consolization" claims
  • Increases usability

Is that ok?
 
Last edited:

ShingoMurata

Member
Feb 12, 2016
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There are no specifict requirements to it's visual design other than to NOT impair functionality.

I find the whole thing rather bizarre this point... You'd think this was the first FPS ever built. It's not like anything new needs to be done, just a simple case of taking a quick look at other successful FPS games like Counter-Strike or Unreal Tournament and bringing forward what's already there and working instead of reinventing any wheels.

Hell, I'm pretty sure the first game got it right, from what I remember from having played around with it once or twice last year, but for some reason there's still a need to focus on fixing what ain't broke and avoiding the things that are...
 

jd641

Active member
Aug 29, 2010
683
65
28
USA
Another thing I've been meaning to add on that subject is that KF2 seems to have some pixel-skipping issues... I'm currently playing with 1080p, 800dpi, and 2.5 sensitivity in CSGO, which translates to about #10 in KF2.

In CSGO, my crosshair moves relatively smoothly when I move the mouse around, but it skips 3 or 4 pixels at a time in KF2 and it's very irritating indeed. I played with a sensitivity about 20% of that with mouse acceleration since before I bought KF2 till recently, so I've never noticed it before.

It would be a shame if I have to use sensitivity #5 with 1600dpi because I only have a button for it on the bottom of my mouse and I won't be able to control the damn cursor in the buy menu or the Steam overlay either...

Has anybody else spotted this crap? I'm surprised I haven't seen anybody mention it... I may have a play around with the X and Y sensitivity scales in the config file at some point and see if there's any kludge that can be used to have smooth mouse movements again ("mouse smoothing" does not achieve this and to be honest I dare not ask what it actually does instead).
UE3 has terrible mouse input. You can get sort of ok-ish precision and movement but you'll never achieve it without raw input.

Here's what I did: I've set the LookRightScale and LookUpScale to 0, disabled mouse smoothing in the game menu and made sure it was also disabled in the input.ini and I've disabled acceleration.

Mouse Smoothing just averages pixels to make it "feel" smoothing but you lose accuracy, it's a terrible option but mouse acceleration is even worse. There really should be an in-game menu option for MA so it can be disabled without going into the ini's because with the incoming SS perk, long range precision shots are going to be a big factor now and I hope TWI gives us the option for optimize our input for accuracy all from within the game.
 

UltraJake

Active member
Dec 8, 2014
1,071
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I guess it makes sense that shotgun pellets are still a bit slow. You've got a number of them per shot so that helps even things out, and really it was everything but shotguns that had trouble in ZED Time. I do remember them being slow in KF1 like you said and I thought that was fine (and even fun).

It's a small update but it's appreciated. Thanks TWI!