Murph40's forum posts

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Murph40

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#1 Murph40
Member since 2005 • 31 Posts

[QUOTE="Murph40"]

biggest flaw.. TURNING.

TaMuK711

Games having a dead-zone thats too large causes that problem. Smaller the deadzone, quicker your able toturn.

One reason I'm so excited about The Conduit, full customization of your aiming. You better believe I'm going to have the dead zone tight:D

Come June 23rd we'll put this to rest.

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Murph40

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#2 Murph40
Member since 2005 • 31 Posts

Killer7 was one the best games I played last gen. Hopefully the new Suda51/Mikami project is similiar to it.

Anyway, I never want to use the Balance Board in a game like this, especially not for walking.

MangaPicture

I think it would work quite well. I mean walking forward on the Gamecube verison of Killer 7 was merely pushing "A".

Why not shift you weight forward? (I'm not saying walk in place)

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Murph40

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#3 Murph40
Member since 2005 • 31 Posts

[QUOTE="psychobrew"][QUOTE="Murph40"]

I believe I've played almost all major Wii FPS's (Call of Duty 3, Call of Duty WoW, Quantum of Solace, Medal of Honor Heroes 2, Red Steel)

The IR pointer is responsive,

Here's my argument.

"If Nintendo already used Light Gun technology (Duck Hunt) and as far as I could tell it worked well. Why switch to IR?"

MrStreetFighter

I don't remember there being a recticle on screen for games like Duck Hunt, and it was designed to work well for many different types of applications such as selecting menu options and pointing and clicking where you want characters to go, etc. It was basically designed to work like a mouse only in a 3D space. Some games allow you to calibrate the piointer (which should work just as well as if having a real light gun), but you will need to re-calibrate every time the sensor bar is moved.

The thing is that "Light Guns" only work on CRTs. IRs work on every television, though if it's the "point aim and shoot" aspect I'm thinking about, I'd say that Nintendo would likely have to add another sensor bar at the bottom much like Time Crisis 4 has.

You make an excellent suggestion. Impulsively thinking 2 sensor bars would solve this problem.

AND. even better that is entirely possible considering the sensor bar is only an IR light. I'm going to go pick up another wireless sensor bar and see if this makes a difference.

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Murph40

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#4 Murph40
Member since 2005 • 31 Posts

Thanks for the bump -- I didn't see this thread. Although I didn't play Killer 7, I love the idea of incorporating the balance board in to games like this. I'd definitely be on board (corny pun wasn't origionally intended, but it works).psychobrew

The Balanceboard isn't used enough (In games that don't involve snow). Where's the Wiiware Balance board games?

I bought it thinking it had potential to be incorporated to a more immersive gaming session.

There is hope for the future though, Punch out uses the Balance board.

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Murph40

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#5 Murph40
Member since 2005 • 31 Posts

[QUOTE="Murph40"]

[QUOTE="psychobrew"] What FPS have you played? The IR pointer feels just as responsive as a mouse to me. The light bar is needed to tell the Wii where the Wiimote is aimed and it works just as if you are aiming directly at the TV (calibration may be needed depending on the position of the sensor bar though). If you had to have some kind of software recognition system to bypass the sensor bar, there would likely be conciderable lag and a huge price increase.psychobrew

I believe I've played almost all major Wii FPS's (Call of Duty 3, Call of Duty WoW, Quantum of Solace, Medal of Honor Heroes 2, Red Steel)

The IR pointer is responsive,

Here's my argument.

"If Nintendo already used Light Gun technology (Duck Hunt) and as far as I could tell it worked well. Why switch to IR?"

I don't remember there being a recticle on screen for games like Duck Hunt, and it was designed to work well for many different types of applications such as selecting menu options and pointing and clicking where you want characters to go, etc. It was basically designed to work like a mouse only in a 3D space. Some games allow you to calibrate the piointer (which should work just as well as if having a real light gun), but you will need to re-calibrate every time the sensor bar is moved.

Honestly, I do not know much about Light Gun Tech, But considering I don't see it around very much anymore it must not be the best product.

I will look into recalibrating the sensor bar. I can't think of the last time I did that.

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Murph40

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#6 Murph40
Member since 2005 • 31 Posts

Either it's a slow forum day or no one played/like Killer 7.

Where's my nerds at?

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Murph40

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#7 Murph40
Member since 2005 • 31 Posts

[QUOTE="RankCrusher"][QUOTE="TaMuK711"]

So because you don't prefer the controller, devs shouldn't focus on Wii FPSs?

Some people prefer actually aiming to shoot over dual analog sticks.

psychobrew

when it comes to multiplayer gaming, though, it's broken.

I don't klnow why you think there's a difference with the Wiimote on single player and the Wiimote on multiplayer, but I do highly recommend you try playing multiplayer on the Wii before commenting. Dual analog is broken. The Wiimote works perfectly.

I believe he's refering to the Wii FPS's biggest flaw.. TURNING.

In singleplayer the levels are highly scripted so not much quick turning around is required, but in mulitplayer, if someone behind you is shooting at you... everyone knows how that turns out.

As for Dual Analog being broken? That's a joke, Halo would have never sold however millions of copies it did with a broken control scheme.

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Murph40

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#8 Murph40
Member since 2005 • 31 Posts

[QUOTE="Murph40"]

I'm a big FPS fan. Been one for a while, I started on the PC (Playing classics as Halflife, No One Lives Forever, and Soldier of Fortune)

But, I seem to have my doubts at whether or not shooters have a place on the wii. Not because "the wii is a kiddy system"

More because, I don't think the wii remote is that great of an controller. I don't understand why we just can't have a very responsive light gun.

Holding the wii remote and moving it to see responses in game that are based upon interaction between the sensor bar and the remote is not immersive.

It's merely different. Why can't I hold the remote and directly aim it at a spot on my tv and shoot?

I have preordered "The Conduit" and have mildly high expectations, it looks great and seems to borrow a lot from half life (a good thing).

Hope it turns out well!

psychobrew

What FPS have you played? The IR pointer feels just as responsive as a mouse to me. The light bar is needed to tell the Wii where the Wiimote is aimed and it works just as if you are aiming directly at the TV (calibration may be needed depending on the position of the sensor bar though). If you had to have some kind of software recognition system to bypass the sensor bar, there would likely be conciderable lag and a huge price increase.

I believe I've played almost all major Wii FPS's (Call of Duty 3, Call of Duty WoW, Quantum of Solace, Medal of Honor Heroes 2, Red Steel)

The IR pointer is responsive,

Here's my argument.

"If Nintendo already used Light Gun technology (Duck Hunt) and as far as I could tell it worked well. Why switch to IR?"

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Murph40

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#9 Murph40
Member since 2005 • 31 Posts

So because you don't prefer the controller, devs shouldn't focus on Wii FPSs?

Some people prefer actually aiming to shoot over dual analog sticks.

TaMuK711

I wouldn't call what you do with the wii remote "aiming"

It's more like, shifting your wrist a direction to see a response on the screen.

What I'm saying is the wii remote is more like using a mouse

...and less like (My fantasy) virtual reality world (Where I am actually a secret agent holding, aiming directly at (important point), and shooting a glock at aliens)

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Murph40

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#10 Murph40
Member since 2005 • 31 Posts

I'm a big FPS fan. Been one for a while, I started on the PC (Playing classics as Halflife, No One Lives Forever, and Soldier of Fortune)

But, I seem to have my doubts at whether or not shooters have a place on the wii. Not because "the wii is a kiddy system"

More because, I don't think the wii remote is that great of an controller. I don't understand why we just can't have a very responsive light gun.

Holding the wii remote and moving it to see responses in game that are based upon interaction between the sensor bar and the remote is not immersive.

It's merely different. Why can't I hold the remote and directly aim it at a spot on my tv and shoot?

I have preordered "The Conduit" and have mildly high expectations, it looks great and seems to borrow a lot from half life (a good thing).

Hope it turns out well!

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