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Request for Better Controller Aiming

EternalDahaka

Member
May 21, 2015
8
1
Hello everybody. I've made this post a while back, but there hasn't been any changes in the two updates so I'm posting this again. The controller aiming in Killing Floor 2 has some issues which I'll list below and request fixes for.

I've made a video showing these issues here: https://youtu.be/UxG2RP1UsG0

I'll also type and link everything here too.

Square Deadzones

Killing Floor uses a square deadzone

Deadzone: https://imgur.com/MLqMDZ5

Dotgraph: https://imgur.com/JnqrKNH

Those images show the issues. Square deadzones require more diagonal movement to beak out of the deadzone which isn't intuitive at all. Even more importantly however, square deadzones restrict diagonal movement in a cross the size of the deadzone, and for one at 20% this is a ton. This means in the blue regions only cardinal movements are possible, so all that stick movement is wasted on only 4 directions.

Ideally this would be changed to a circle which shouldn't have either of those issues.

Deadzone Size

Killing Floor 2's deadzone is 20%, which is normal in games, but certainly large. A slider to control the size is requested, ideally from 0% to 20%. Lower deadzones make aiming feel dramatically more responsive and make making precise adjustments much easier.

Acceleration Jump

At about 97% with turn rate noticeably increases. While I understand this is to help turn faster while keeping the general sensitivity lower, this can be awkward to deal with. It creates a separation between the normal acceleration curve and makes predicting larger flick movements more difficult, especially since the jump only occurs on more horizontal angles.

A slider to control the intensity of this jump/multiplier is requested, ideally with a range that allows us to disable it, up through and even maybe further than the current value.

Square vs. Circle Deadzone Graph

I've made a graph to show how a deadzone slider would change based on the deadzone type

https://www.desmos.com/calculator/dgfveyqhhz

Smaller deadzones would heavily mitigate the issues with a square deadzone, but a circular deadzone carries none of the issues at any deadzone size.

Additionally, as mentioned in the video and shown in the dotgrah, the acceleration jump is something of a rounded square, which that interactive graph also indicates. This is a good thing, and shows the acceleration itself is done well. It's just the deadzone that is changing the shape, and the switch to a circular deadzone would see the acceleration jump(if enabled with an added slider) follow a circular path.

Conclusion

Requested Items
  • Change square deadzone to circular one
  • Add a deadzone slider
  • Add an acceleration slider
Thanks for reading.
 
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