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?