10,000 Bulletins: No One Can Stop the Presses! (Part 1)

Yeah, playing Control I turned the trigger haptics down to like 5% because otherwise they obliterated my wrists and I’m generally not prone to RSI

That feature is dead in the water imo which makes forcing people to use the controller with it even more galling

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Can the trigger resistance and general haptics features be disabled on a system level, or is it up to the developer? I’ve only played with the devkit ones but it was pretty clear it would never be suitable for competitive play and a lot of people would want those features off. I can’t remember if a menu option to disable it is part of their cert requirements.


The Xbox Elite controllers have insanely high stick-click tension and the game I’m working on has click-to-sprint and I hate doing it so much it’s a major reason I’m trying to move it off that button. It’s kind of crazy how nobody’s dropped stick-click but nobody’s ever been very happy with it as a button.

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yeah, the sticks being overengineered was reason #2 after the inability to pair to multiple devices (kind of an unacceptable omission on such an expensive product given how much better bluetooth modules have gotten lately) why I craigslisted my elite 2. I enjoyed owning one briefly but it wasn’t good enough for what it was.

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they need to (but never will) normalize the shoulder buttons that are on the Scuf Vantage (recently discontinued, BOOOO). I map ‘click L3 to Run’ to the left shoulder button and X/jump to the right shoulder button and it’s perfection for any game with those control schemes (I loved it in Sekiro too).

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Control had an in-game setting for trigger resistance but it’s also adjustable in the system menu with a slider that goes all the way to off

There are other haptics?

auuuughhhh

i’m taking psychic damage

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Can confirm, I also have an Elite 2 and it’s underwhelming.

It looks like the upcoming 8BitDo back-button-containing controller might prove strictly better. 4 back buttons is cognitively overwhelming and ergonomically unnecessary, and I’m wary of losing the flippers since they don’t sell replacements. I maybe already can’t resell it at a good price since I can’t find one of them

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Sony rolling out a back button accessory for the DS4 right before the DualSense without back buttons is weird. Paddles and gyro should have been standardized this generation but weren’t.

Not strictly, the Xbox 2.4 ghz is lower latency by 1-2 frames depending on your refresh rate.

Four paddles covers the four things you need to do without taking your hand off the stick in shooters: jump, crouch, reload, switch weapon. This is assuming the bumpers are occupied and the game uses an ADS scheme.

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The killer feature for me has always been the chromed stick and dome, which eliminates the plastic grinding against the rim that always makes sticks feel ‘gritty’ after about 100 hours. I had an Elite for 4 years and the stick tension and smoothness held up really well even as the soft touch rubber started disintegrating and I replaced the shoulder buttons a few times.

I think the controller-wide rumble from the linear actuators (Switch and VR-style) is pretty different from the trigger resistance, and I hope it’s general custom to separate the two! I think the trigger resistance is a much stranger and more likely-to-be-disabled feature from general rumble.

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there’s an easy solution to this problem

just make all sticks work on Hall effect sensors

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I don’t see why they didn’t make the elite 2 charger thing also a wireless receiver thing

late revenge of click-stick.com is the j/k answer.


yeah, i have been around _that_ long, that i remember csdottocom going offline. Still think it was a shame, but the years have softened the harshness of it.... :ghost: ahhh, nostalgia :ghost:

I have never experienced this or stick drift or honestly any controller wear whatsoever apart from the one time I ate an orange while playing PS3 and melted the sixaxis because I am apparently that meticulous

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GUNVALKYRIE FOREVER

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This requires at least 8 buttons and they are the 1-8 number keys ok

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yeah I honestly hate the idea of looking at a controller in terms of what it can do for basic FPS inputs first and foremost, that post kind of tweaked me even as I realize it’s an extremely reasonable thing to do

That’s what the paddles are for!

A huge chunk of 3D action games are in some way based on COD4’s control scheme, e.g. Control. Most of these are derived from a KBM scheme built around constant camera control and paddles are a way to keep your right thumb planted.

Of course there are other objectives for a controller but the convergence is around active camera control in 3D.

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I always read Super Mario Sunshine as a forward-looking camera system, in that it gave up on designed angles and put that responsibility entirely on the player and added the wall-obstructed character shader. Then that was a sore spot in the game and Nintendo realized it was too much complexity for their flagship entrypoint franchise but after shooters became a dominant genre it just became standard expectations. I thought that Mario re-release would end with people saying they were wrong about the camera but I was wrong! Turns out level design is still very important to avoid putting people in situations where they have to use the camera. A Souls game asks a lot of the camera but still doesn’t often put the camera in a maze of tight corridors with 90-degree turns because it just doesn’t work.

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Sometimes it feels like the main thing videogames have going for them is just the aimless little feedback loop of pushing a button and seeing something happen, pushing it again and seeing it happen again, just this weird little hit of mirror-stage self recognition. And then trying to prolong that by varying it, giving you multiple buttons that do multiple things and having the game itself act as an excuse to hit the buttons. And the frustration that can come from being pulled into this dynamic, which is engaging maybe without ever actually being rich, giving yourself to it before finally tiring yourself out and exiting the fugue without feeling as though you’re any closer to the obscure object of affection. Controller design bums me out in that it ends up feeling like such an on-the-nose literalisation of this horrible kludge process, every new little widget acting as another way to kick the problem further down the road.

Anyway it is what it is I guess I just wish the console guys would embrace inevitability and start releasing steel battalion size enormo controllers that looked like this (unless this was what the Playdate was for??)

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Use an arcade stick as your weapon selector. 8 buttons.

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