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PostPosted: Mon Nov 14, 2011 8:42 pm 
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Corolinth wrote:
Demand witricity.


Yeah but it will probably cost like $10,000 to have that in your home when/if it first comes out.

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PostPosted: Mon Nov 14, 2011 8:58 pm 
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Considering the applications, I really don't think it will take long at all for the price to come down.

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PostPosted: Mon Nov 14, 2011 9:12 pm 
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I can't see average consumers paying more than a couple hundred for that, so it's a long way off until the cost can come down.


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PostPosted: Mon Nov 14, 2011 10:01 pm 
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Some dumb design decisions make wired controllers useful.

For instance: The PS3 doesn't charge its controllers unless it is turned on. So to charge controllers, you must leave it on overnight. If you turn it off when you are not using it, they'll be as dead in the morning as they were when you plugged them in (not sure if the 360 has similar issues.)

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PostPosted: Mon Nov 14, 2011 11:24 pm 
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My 360 play and charge kit was the same way, so it isn't a PS3 exclusive thing. I just use wired controllers now for everything since my TV isn't far enough away to make a wireless controller beneficial.

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PostPosted: Tue Nov 15, 2011 1:57 am 
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Ok, this is boring.

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PostPosted: Tue Nov 15, 2011 8:04 am 
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Wwen wrote:
Ok, this is boring.
What's boring?

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PostPosted: Tue Nov 15, 2011 9:16 am 
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Raltar wrote:
My 360 play and charge kit was the same way, so it isn't a PS3 exclusive thing. I just use wired controllers now for everything since my TV isn't far enough away to make a wireless controller beneficial.

I bought a $20 thingy from gamestop that charges them. It looks like this Microsoft product but a lot cheaper:
http://www.amazon.com/Microsoft-T2F-000 ... 2&sr=1-103

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PostPosted: Tue Nov 15, 2011 11:55 am 
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Ever since the Wavebirds I invested in rechargeable batteries. Probably the best investment I've ever made as those same batteries are still being used today, nine years later (along with some newer ones). Having extras means it's only a minor pause when the batteries get low.

That said, I would never play this game with a controller.


Also: If you're an nvidia owner and don't like that the camera movment/mouse cursor feels a little sluggish or dreamlike, change your maximum pre-rendered frames to a lower number than the default (mine is set to zero). It's a trick I recalled that was needed back in Oblivion. Makes camera movement much more responsive and snappy, as well as the cursor.

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PostPosted: Tue Nov 15, 2011 12:06 pm 
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Numbuk wrote:
Ever since the Wavebirds I invested in rechargeable batteries. Probably the best investment I've ever made as those same batteries are still being used today, nine years later (along with some newer ones). Having extras means it's only a minor pause when the batteries get low.

That said, I would never play this game with a controller.


Also: If you're an nvidia owner and don't like that the camera movment/mouse cursor feels a little sluggish or dreamlike, change your maximum pre-rendered frames to a lower number than the default (mine is set to zero). It's a trick I recalled that was needed back in Oblivion. Makes camera movement much more responsive and snappy, as well as the cursor.


Is this a setting in the graphical options, or does this have to be editted in an .ini file or something like that?

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PostPosted: Tue Nov 15, 2011 12:08 pm 
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Foamy wrote:

Is this a setting in the graphical options, or does this have to be editted in an .ini file or something like that?


It's in the 3D settings in the nvidia control panel.

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PostPosted: Tue Nov 15, 2011 12:43 pm 
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Numbuk wrote:
That said, I would never play this game with a controller.


I feel like this game almost demands a controller. It just feels better, aside from hotkeys being gimped.


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PostPosted: Tue Nov 15, 2011 1:32 pm 
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A controller is too.... impersonal... is the best way to describe it. The inability to look exactly where I want to look with pinpoint accuracy breaks that sense of immersion for me. Instead of just moving my mouse slightly and then coming to a dead stop, a controller has to rest back at the middle postion to come to a dead stop. Extra movement for a simple gesture. On top of which, it's still not pinpoint... there's a lot of over/under-correcting with controllers for a lot of people (myself included).

It's little things like that that I don't like in my first person games. It's my personal preference and being a veteran of first person mousing means I am always going to be a bit biased.

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PostPosted: Tue Nov 15, 2011 1:40 pm 
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I just look at things like the menus not even being 100% functional with the mouse (I mean, come on, you can't make sure everything is clickable?) and it seems obvious to me that most developing/testing was being done with a controller.


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PostPosted: Tue Nov 15, 2011 1:47 pm 
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Lenas wrote:
I just look at things like the menus not even being 100% functional with the mouse (I mean, come on, you can't make sure everything is clickable?) and it seems obvious to me that most developing/testing was being done with a controller.



Both controller and keyboard/mouse UIs are incomplete. Try zooming out while in 3rd person view with the controller...

I tried both yesterday. I prefer the keyboard/mouse, but I could see an argument made either way.

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PostPosted: Tue Nov 15, 2011 2:00 pm 
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The game was designed to be played using a controller. Menu design and game design both support this. All Numbuk is doing is short-circuiting the turn rate limiter that's part of the game.

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PostPosted: Tue Nov 15, 2011 2:20 pm 
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My one and only real beef with Skyrim now can be summed up.with this anecdote...

Outside Karthwasten, I stumbled into 2 dragons and a bear at the same time.
The only creature that gave me any problem in that fight?

The bear.


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PostPosted: Tue Nov 15, 2011 2:28 pm 
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PostPosted: Tue Nov 15, 2011 2:37 pm 
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I like the use of the WASD directional keys and E (Use\Equip), R(Drop) and F(Mark Favorite) to navigate the menus. Feels quick and easy.

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PostPosted: Tue Nov 15, 2011 2:45 pm 
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Talya wrote:
Both controller and keyboard/mouse UIs are incomplete. Try zooming out while in 3rd person view with the controller...


Third person? In MY Skyrim? Surely, you jest.

Anyway, the third person camera is auto when using a controller. Close when running normally, zooms out a little when in combat. Works fine.


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PostPosted: Tue Nov 15, 2011 2:52 pm 
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If I am able to get Phe to play Skyrim, it'll be in third person, I can guarantee.


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PostPosted: Tue Nov 15, 2011 3:07 pm 
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I've had no problems with the menus and a mouse. Scroll-wheel and clicking/dragging (depending on what you're doing) work fine.

The two bigest problems that I see with this game are the hotkey functionality is very poor (especially if you dual wield). And two, there are way too many poltergeists: stationary objects being flung about for no reason at all.... all the time.... pots and pans banging by themselves in the background while you're having a conversation, and the most interesting: a dragon skeleton being flung over 100 yards to land on my head when I exited the Dark Brotherhood sanctuary.




So, Taly, you're still playing the game? Does this mean you're going to purchase the game, as per your personal code?

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PostPosted: Tue Nov 15, 2011 3:17 pm 
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Khross wrote:
All Numbuk is doing is short-circuiting the turn rate limiter that's part of the game.


Making the game playable is short-circuiting it? I suppose fixing the poltergeist flying objects, and removing the giant ice shard sticking out of my back without resorting to an earlier save is also short-circuiting this game? Because, after all, the game went gold and that's how it plays now.

The game is not perfect and there is absolutely no "correct" way to play it. Many things are still left to be fixed. The game's brilliance outshines these problems, for me. But they still need to be addressed at some point.

The max pre-rendered frame issue is not cheating by any means. Combat is still just as difficult (or easy) as it is otherwise. It's just less frustrating overall for the player.

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PostPosted: Tue Nov 15, 2011 3:31 pm 
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The game has a built in turn rate limiter and targeting assist. Disabling the first dramatically alters how the game plays. You're free to do what you wish, but don't call an intentional design decision a bug. You may not like it, but the devs included it for a reason.

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PostPosted: Tue Nov 15, 2011 3:38 pm 
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Khross wrote:
The game has a built in turn rate limiter and targeting assist. Disabling the first dramatically alters how the game plays. You're free to do what you wish, but don't call an intentional design decision a bug. You may not like it, but the devs included it for a reason.


I look forward to you showing me the proof of this assumption.

And I never called this a bug. Please don't put words in my mouth. I did lump it in with things that I personally would like to see changed/modded to make the game ideal for myself. Many people play the game just fine as is, my wife included. For me, it's unplayable in it's sluggish default state.

And I don't see how having a more responsive camera is breaking the game design. I'm able to turn down 90 degree corridors slightly faster, I guess? But we're talking milliseconds at this point.

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