#Punishing Gray Raven x Code Vein - Collaboration
1 messages · Page 1 of 1 (latest)
Dont forget god eater if we gonna do code vein as well
But that is not the main problem. The biggest difficulty is to implementing the optimal control of the signal-orbs.
While in mobile games you have an immediate touch contact and orient yourself by COLORS (blue, red or yellow). With computers you have the obstacle, where you first need look at the label that shows POSITION of you wish signal-orb. There you do NOT orientate by colors, but by the labeling with the numbering which marks the desired signal-orb in a row from 1 to 8.
In theory you have ONE hand free (if you play on PC), because the other hand is busy with Attack and Dodge (on the mouse). On ONE hand you have 4 fingers at your disposal, with which you can control 4 signal-orbs INSTANTLY.
Question: What doing with signal-orbs 5 to 8 ?
• Do you move your hand to the next 4 keys (further to the right) to hit the CORRECT signal-orb (with the number 7 where 3s blue-orb)
• OR do you look with your eyes at the keyboard for not to miss???
Both suggestions are distracting and disrupt the flow of efficient gameplay, especially when you are in a challenge.
Either 1. you have to get used to it for a very long time (it's NOT in the sense of user-usability) or
2. you play with the gamepad, where the keys (X for BLUE, Y for YELLOW and B for RED) are marked accordingly in COLOR.
► This way you can orient yourself to the colors again, as in mobile gaming, because you have an immediate input (each key IS responsible for its OWN color).
... well, unfortunately this has NOT been realized in PC client yet.
During the PC Pioneer Testing I noticed that the buttons on the gamepad do NOT correspond to the colors, but (as with normal keyboard+mouse gaming) to the LABELING with the numbering that corresponds to the desired signal-orbs.
So in the end it makes no difference if you play on keyboard+mouse or with the gamepad. With both methods you either break your fingers or get a cognitive bug and fails constantly with the WRONG activated signal-orbs.
If Kuro doesn't develop an adequate solution that makes gameplay 1. easy, 2. convenient and above all 3. CASUAL, then the whole PC client development would be a waste of time and money.
Well, it might just appeal to some Asians who are looking for an additional challenge.
How to solve this problem best, I had already presented in appropriate pc-client-topic, and the solution is actually very ingenious and at the same time very easy to use.
But whether one also accepts this solution, I doubt very strongly. Because I have the impression that if they bring the game to global market, they think that Europeans like Asians and ALSO like to make life difficult for themselves by offering a challenging solution rather than a casual one. (edited)
+1