Seamoth crosshair counter movement
Tentacle
Germany Join Date: 2016-04-03 Member: 215298Members
In the new Oculus Update some changes have been made to the seamoth's steering. I'm not sure if this is intentional, but the pointer/crosshair of the seamoth does not stay where you point and wait for the seamoth to catch up but actually moves back towards the seamoth's Z-axis. This causes unpredictable behavior and the player tends constantly to counter the counter movement leading to an overall supersluggish feel.
Personally I didn't feel there was a need to alter the seamoth controlling behavior as it was pretty good already.
Personally I didn't feel there was a need to alter the seamoth controlling behavior as it was pretty good already.
Comments
Keep in mind this is Early Access so this might be changed or reverted back if enough players express their thoughts on the subject, who knows
Maybe the player should be given an option of what control scheme to use.
Ditto for me, games on the shelf now until this is resolved...
It's not so bad that I don't use the SeaMoth at all. For long trips in a straight line it's OK. But IMO the new version is a definite major downgrade from the old version.
So in order to center something on the screen, you have to try several times. The craft doesn't point where you are looking until you make several attempts to turn it. This is hands down the worst vehicle in a computer game that I've seen in ages, probably since the 90's. Why in the world have the devs done this? It was FINE before the current patch. It was fun and easy to fly around the sea, going precisely where you wanted and pointing where you wanted. There was NOTHING wrong with the way it used to be.
It's sad because I too might have to shelve the game until this is fixed. I only recently bought Subnautica and I've been absorbed in its beauty and adventure. And the most recent patch actually put all the fragments in good places! I've found the progression to be much smoother than before the update. I was really looking forward to this play through, but even I'm getting motion sick trying to drive the seamoth. And I never get motion sick. PLEASE FIX!!
Maybe do a hotfix or something that only reverts the seamoth back to the way it was while leaving everything else alone.
Would it be so hard to just revert the code to how it was before? After all, the game has two versions anyway, right? One for Oculus players and one for everyone else?
It is even worse with Oculus, believe me. This is shouting for a hotfix.
Edit: I have to correct myself. At least in the experimantal build with the oculus the seamoth is fine. The control is exactly how it should be: full control over the seamoth with the controller and the oculus only for looking around.
I had tried the seamoth with oculus directly after the Oculus patch and it was bad then.
I think if you do that, you'd be very brave.
I agree with this.
Well I don't have an Oculus, and in the previous build, the Seamoth handled perfectly. When the new patch came out, it was horrid. Clearly, the patch is responsible.
What worries me is that this problem is not apparently on their todo list at all. Do they not even playtest before they release? Is the Seamoth somehow working properly for the dev team but not for us? Am I missing something? This needs to be bumped up to top priority. Five minutes to revert the behavior back to the old code and release a hotfix. There's no reason I can see why this wouldn't be on their radar or at least acknowledged by the devs as something they intend to fix. As it looks now, they may actually LEAVE it like this... o.O
Yes, I actually meant "changes made for the oculus". The issue was of course introduced with this patch.