Well now that I have established a little bit, my history with the game
and how all that thing started in my first post : Go read it here , let's take some moments to introduce the
game itself properly and thoroughly. Well let's first and for all give
you some visuals here is a little trailer.
As you can see Polynomial 2 is a space shooter type game. But this is not, the "super realistic" type of space shooter. Quite, the opposite in fact. At the start of your first new game, right off the bat you are in an "arcade" type experience. Something more immediate. Polynomial 2 sets itself to be intuitive both controls wise and in terms of gameplay on offer.
But if I have learned something over my years of gaming is that just because you go for something immediate in terms of game feel doesn't mean that you are going for something simplistic that won't take some time for you to learn its ins and outs.
And Polynomial 2 is very unique in that aspect let me explain for a bit.
Most games that are turning you in a jet fighter in space, with a full on "6 degrees of Freedom" are giving you in reality 3 axis of play. Move forward backward strafe left and right and your mouse is an axis than can go 360 degrees and basically determines where you are going with the 2 others.
Problem here in Polynomial 2 is that if you compare it to first person shooters, then in terms of gunplay you are not in call of duty type of game but much more in a quake like/doom like experience. In other words the main way to survive in this game in terms of movement is circle strafing. Well spherical strafing here to be more specific.
So 3 axis only won't cut it. To make matters worse you are in a game that is setting itself to be an hypnotic type of experience. Why does it make matters worse ? Because if you want to get into the flow losing focus of your enemies , in other words looking away , should be a choice you made not something imposed by the way the game controls.
A problem that Alexey and Dmytry seems to be very much aware of, given how many times they criticized the control scheme of Elite Dangerous, I understood that the way the ship controls won't change a single bit. But I'm talking about how its behaving in engine here so let's explain to you dear readers how does it controls.
Simply put the game is "arcade style momentum based movement". What I mean by this is that say you pressed move forward and released all of the keys assigned to movement, moving your mouse around to aim at something won't change your course. Okay but if you only have 3 axis of ppllay it means you can't manage going up or down at all with a behavior like this for the mouse axis.
Yes and here comes the 4th axis of play in the mix of that game. So you have if you want to make the game compatible with a controller 3 axis of play to assign with the right stick already taken as your mouse look being the 4th. Do you start to understand where the challenge lies here ? ^^
People will say "well it still changes my course where I am looking if I keep imputing forward movement, so this up and down axis is not all that necessary" . Don't worry this is something that came up during our testings.
So let me summarize one last time how does it controls.
Looking around doesn't change your course if you stop inputting directions
Therefore forward backward axis is relative to where you are looking
Up and down axis too is realtive to where you are looking
Strafe left and right also relative to where you are looking
Yes you can achieve moving up and down by looking above or under an enemy, but it means you are looking away from it to move about. And this game has for a gamefeel goal to get you into the flow. It sets itself up in terms of visuals and mechanics to hypnotize you and therefore losing focus of your enemies to move around gets in the way of that goal. So having all 4 axis of play under your fingers is crucial for the game to deliver on its main original goal. Which is getting you into the flow.
Solving the "conundrum" :
How did Alexey and Dmytry setup all those axis on the XBOX controller ?
Well ....
Forward/Backward by default is on : Up/Down on the D-pad
Strafe Left/Right by default is both on : Left/Right D-pad and Left Stick
Up/Down by default is on : Up/down left stick.
Fire button : Right Trigger
Zooming : Left Trigger
Bumper / Shoulder buttons (whatever you call them) : Roll Left / Roll Right
Button A : Previous Weapon
Button B : Next Weapon
Button Y : One press disable all HUD excpet crosshair, second press ALL HUD disabled, third press all HUD available
Button X : Brake
If you tell yourself that your first reflex was to put forward backward on the stick and up/down on the D-pad , well you're not alone.
But the game both on Linux and on Windows also has support for the steam controller, problem is that the default control scheme was not better either.
Forward/Backward : swiping up/swipping down on the left touchpad
Up/Down : Up/Down on the joystick (so the left one given its the only stick on the steam controller)
Strafe Left/Right : swipping left/right on left touchpad AND left/right on the stick
Prev/next Weapon : Left/Right grip buttons (the buttons on the bottom part of the controller)
and for the rest pretty much all the same
With shoulder buttons being : Next Song/Previous song
Remapping this with forward/backward on the stick didn't really feel like it was enough
So to see what people think of that control scheme and of the game in general, I went to an arcade / lan party bar named Akedo : http://akedo.ext-play.com/
First of all because its owner / manager is the type that really care for his business by organizing events there second of all because on Saturday the 30th some few players were there to see some speedrunning happening. Some of whom I have known on the internet for a while and needed to meet with in real life. As we say in french let's put the useful together with the pleasant.
So I decided to run my test this particular way :
Originally I created a questionnaire with all kinds of questions so on and so forth. I wanted to go all out "statistics style" then I recalled what I was told in my marketing lessons, on how much sometimes the mere way of asking the questions could influence someone. And that the mere fact of having a "cheklist of questions with tiny boxes to tick" can influence the person asked to various degrees that are more often than not hard to quantify.
So I didn't ditch my questionnaire at all but decided for Saturday it won't do , and that I wanted to go with a much more "off the cuff" approach.
I decided to take with me my laptop, the XBOX controller , the Steam Controller , and a good old notepad and a pen to take notes of what were the reactions of the players;
The only things I said when presenting the game were the following :
-The game is reacting to the sound of the music being played to change the look of the background
-Therefore the game is trying to be an hypnotic experience
-There is a peaceful mode if you want to get a feel of the controls without enemies
-The goal of the test is to gain feedback on the game with a focus on the mappings on controllers
-Then I proceeded to explain to them how the game controls, only precising that if you don't input another direction anymore you keep your course and can freely look around
I wanted feed back ? boy did I receive some ....
So I had on Saturday the time to make 3 person test out the game, plus the manager of the bar
Nina
Maxence
Nicolas
Kevin
Nina :
Not much into shooters and when something is first person she would rather play with keyboard and mouse I offered her the possibility to use it but she declined saying I quote "you're here to improve on controllers so let's stick to that I don't want to feel like going back to them"
Professionally she is a developer so she knows how hard it is to code certain stuff, and boy did it shows in the side conversations. Being both the girlfriend of the speedrunner of the event and a dev she had certain things to say on the menu design. She was not alone though.
Maxence :
PC gamer much more into FPS and not that used to controllers, during testings he was not that frustrated by the controls until he took a keyboard and mouse played the game in insane mode and started to get the interest of not losing focus of the enemies once a certain level of difficulty reached he started to use the Up/Down buttons to save his life more and conceded that yes even on controllers up/down will feel important in the long run.
Professionally worked a bit in marketing and had certain things to say about marketing the game itself.
Nicolas :
Speedrunner of A-RPG type games not much into flight sims and space sims again another gamer who's a lot concerned by menu design considerations had certain things to say about menus too. Despite shooting stuff not really being his thing with the aesthetics of the game and the premise that the game reacts to the music being played he had loads of fun and would probably pick up the game if it comes on the PS4 or XBOX one
Kevin :
Manager of the arcade bar, past electronics device designer worked for Bigben in designing third party controllers for consoles. Decided to use his savings to open up Akedo. Has he put it himself he is "all too much aware of the mess that patents and copyright are , and also all too much aware of how timorous and poor-spirited marketing guys in the video game industry can be sometimes". Had fun testing the game so much so that he allowed me to come back to make more sessions to help discover the game and is ready to let me offer some keys during events. (Would take him some paperwork to make that legal, but liked the game so much he's willing to "deal with the bullshit" to quote him ). Also quiet follower of the Linux Game Cast when he's got time to do so
So like I said to not taint their feedback I decided to give as few info as humanly doable, and made them test the game with the XBOX ONE controller first , then with the Steam Controller second.
Controls :
XBOX One contoller session :
-Everyone after discovering where forward backward was mapped immediately went "yeah right nope , let's go to controller menu annd ... oh shit what is that ? For Keyboard and Mouse mappings it's alright and fair game, but on a controller ?! Nooooo ! Well I guess since it's still in development it's just place holder stuff but really Alexey and Dmytry if you want to be on XBOX and PS4 and be appealing this an immense bag of nope here ! Controller mappings should give me a silhouette of the controller somewhere in the menu to summarize how everything is mapped out". After this tiny collective "rant" everyone mapped forward/backward on the left stick
-After a while in the game everyone except Maxence came to the conclusion that having to leave the left stick if they want to go up and down is less than ideal and some replacement solution needs to be found in one way or another
-They played a bit with the sliders dedicated to the sensibility of the right stick, and turning speed, of the camera, and the dead zone slider too. Recommended that this would be present in every version of the game, but have a "four buttons slider" two that are up/down a full digit, and two that are up/down decimals and therefore the max value being 10.00 rather than just 1.00 . Because of manipulation of the sliders giving odd results when you prop them up or down in terms of numerical values. In other words without entering manually a value, using the sliders is not feeling satisfactory enough. They recommended against giving a numpad to enter a value manually on consoles
-Given that the game keeps course without new instructions being given to it, previous weapon and next weapon should be mapped on the D-pad rather than on buttons :
"Since I don't lose movement if I don't input anything anymore, I'd rather have the change of weapon function on the D-pad than having to leave the "mouse" joystick heck given that there is a binding for next song and previous song place those two on the left/right of the d-pad."
-The rolling function doesn't feel like it's useful so for all intents and purposes on a controller you won't see me using it unless I have an XBOX elite controller plugged in. Why ? because if so then I would have this as a default for this one :
-Botom grip buttons as roll left roll right,
-Upper grip buttons being previous and next weapon.
"That way having an XBOX elite controller selling point would be that your gameplay sessions would look even cooler when you stream it. And would lead players to want to invest in that puppy. Because come on we are talking about a 100 bucks controller here. Rolling is fluff for now given what's in the game so far so let's not have it on the default controller at all. But bind it by default on the Elite one, besides by putting previous and next weapon on grips you are not forcing me to leave any of the two sticks to perform another key task of the game"
And after Kevin said that pretty much everyone agreed that having support for the elite controller would be cool.
-Their recommendation for the up/down problem they all said this "my first gut feeling would either be the shoulder buttons being up or down or having a button that swaps between up/down and forward/backward on the stick. One way or another forcing me to leave the left stick for movement purposes is a definite no"
With that being said I was glad to here both of my first impressions coming naturally out of their mouth without me giving out my "fix" before they tell me how they would fix it.
We then moved on to testing with the steam controller with both the original scheme and how I control the game my way. Indeed on the steam controller I use on the buttons to swap what the stick is controlling Up/Down on the stick controls forward and backward , then if I press and hold a button then the Up/down of the stick turns into Up/Down in game, simply release the button and you have access to forward/backward functions again
Steam Contoller sessions
This is the moment where those gamers being present most of them being speedrunners kicks in a little bit...
With the steam controller to the exception of Nina everyone jumped into the insane mode of the game. It is basically a survival/endurance mode where waves of enemies are popping up endlessly getting tougher and tougher. Why did they jumped into it ? well that will come up in another section of their feedback :
-Again pretty much everyone used the steam controller configuration tool to move back , the forward backward on the stick. To the exception of Kevin who used the left touchpad
-Lots and lots of trial and errors for the sensibilty of the right pad after to get a sensibility that suits them. They ended up disabling gyro controls all together leaving the roll function to rot in oblivion once again . Since on the original control scheme gyro serves to roll left and right, once again got ditched almost instantly
-Before testing out the steam controller Maxence wanted to test out with keyboard and mouse first because he didn't feel the need to go up and down once the game got hairy enough with him he started to use up down on the keyboard but by first binding it respectively on the Q and E keys , place where guess what was here before ? Yeeep roll left and roll right too ....
-None of them had ever used a steam controller so adapting to it was a rough walk for them. But everyone came back to me with roughly the following feedback.
"Despite the steam controller having so many options its intimidating , the setup menu is the way it should be with a controller silhouette summing up what are the buttons doing. Even having the luxury of separating menu controls and in-game controls in the summary. Please mimic that for other controllers, and also moving up and down in the menus through the D-pad only with the XBOX controller is also a big bag of nope"
-Given that they were afraid of "breaking my save of control scheme" I showed them that I had several layouts being saved that I use to test the game and they started to swap around those different ways of controlling the game and the ones with a button swapping between up/down and forward/backward on the left stick no matter where the swapper was placed were the ones gathering up all the votes from everyone.
-Granted an update of the game has since then being made to have up/down or forward/backward on shoulder buttons for the XBOX controller but no swapper on the XBOX controller yet. So i did have a way to have them compare the two ways. So next time I'll be giving players that option as well.
-When I brought up mapping up down on shoulder buttons again given they thought about it pretty much everyone was telling me this :
-Nicolas "Maybe later when I am much more accustomed to that many directional axis at once. Three axis to manage at a time is already a lot."
-Kevin"Swapping around two axis seems to me to be more beginner friendly to be fair. On the other hand with high levels of play having the swapper being a "press and hold" type input is gonna be a strain on the players hands" I would give players the options to have the swapper button being both a "press and hold" or a "toggle" as in I press once I move up and down I press again back at forward/backward. My argument for that being the following swapping out is not visually mentioned on the HUD so far and doesn't need to if you furnish a press and hold the beginner will simply know what type of input is being entered because to go up/down the player has to hold the swapper. BUT when in insane mode the players that will be able to survive for more than an hour ? Yeah you will hear them bitch and moan about the swapper not being a toggle"
So despite me being very much a fan of the idea of controlling all 4 axis at once pretty much everyone told me that I was too much accustomed to the game now to be objective about it and that if they had the possibility to fix the controlling scheme of the game they would generate a swapper button and make it both press and hold and toggle type function. I tried to defend the up/down on shoulder buttons solution but to no avail nobody thought that solution to be beginner friendly enough. And when will get to the section where I talked with other players Monday that I received at my house it won't get any better ....
And finally on controls, everyone agreed that the break function was too damn slow to be worth it, Max and Kevin even arguing that the function is utterly useless and that they couldn't envision any moment where they would use it. Arguing that on spacecraft there is no break pedal and that anybody's gut feeling would be to reverse propulsion to hit a stopping point. Kevin, Nicolas and Maxence all concluded that they would ditch the button altogether to make room for something more useful
Menus :
-Moving up/down only through D-pad everyone hated that with passion
-Given how the core visuals of the background are affected by music having an Audio menu and a Music player menu separated is not a problem. What is a problem though is that they are not part of the same "tree of the menu" . The music player being on the main menu, and audio options being in the options menu. They would rather have the Music player in the Main menu with the music player having a button called "audio options" opening up the audio options menu.
-Still on audio given that the audio feedback felt lack luster to them they are surprised that Alexey and Dmytry didn't "go all out" with a slider for each type of audio feedback. All of them agreed on one thing let me give you the conversation here :
-Maxence : "Yes the game is centered around the idea that the music affects the visuals, and yes the music should not be overpowered by the game. But there is a line between being afraid of being detrimental to your concept and having a game that's too damn quiet !"
-Nicolas : "Look not to harp on Alexey and Dmytry here but Jeff Minter has been doing flow inducing games through simple geometry and psychedelic visuals for years now and guess what, his games are only getting louder over time. Heck Space Giraffe and Gridrunner Revolution are more audio feedback busy than a damn Slot Machine !!!"
-Kevin "On the other hand guys you need to admit that finding every audio feedback sound that would be fitting the identity of that game will be one bitch of a design problem to solve."
-Maxence : "But right now in terms of audio feedback my ears are bored to death bro !!! Not just that, hell I couldn't tell when I was getting hit or not. And when I finally noticed the audio feedback sound in charge, I couldn't tell the difference between the sound of a laser hitting me or one passing me by in a way "that's too damn close son move away dammit" . Hell is there even a difference between those two sounds or is it the exact same one ? Because if there is one I can't tell it."
-Kevin and Nico : "You know what if they are that much afraid of having the game audio feedback overpowering the music tell them to do what Jeff Minter never did in one of his games. Which is to give the players full control over the volume of each "family" of audio feedback. Console and PC gamers alike will agree on one thing "there is no such a thing as too much control over the audio of a game" so tell them to go all out in terms of sliders in the audio menu at least this what I would do"
Yeah they were not all that nice on that one I must admit, but they were not angry or anything they were just hyped by the game finding it awesome and sadly they are in the same ballpark than me "A shitty game you don't mind you move onward with your life no biggie, but an awesome concept ruined by some stuf that has been overlooked that is one damn shame"
-New game menu. This the part that everyone agreed upon one thing :
"Having to press each time I want to go up or dow a level in the list is really not cool. Come on guys ! Your game is meant to get me hypnotized, anything that gets in the way needs to go. And this is part of it. Your menus need to rely on the "set it and forget it" mentality. I need to be able to drop back in game quick as possible. And I don't say this because I speedrun but because it gets in the way period. Please guys change that. Oh and have the menus controllable with the stick rather than with the D-pad"
-Still on New Game menu they would have in the long run once the game is more finished and polished. A mode selector then under it the list of levels to choose from. With Nina saying that for the peaceful mode she would like to be able to select if there is flowers or not , and then set the density of flower population, is there ghost or not how many of them so on and so forth. So inside the new game menu being able to "populate" the peaceful mode
That wraps it up for their opinions on menu design flaws.
Gameplay :
-Everyone noticed that there is at least 6 weapons being planned given that there are bindings slots for a 5th and a 6th weapon so they made the assumption that the normal levels will be more numerous than what we have so far. And starting from that assumption everyone said :
"I hope they will give us at least two more speeds to go with that because even with the speedboost we have so far, after a while it will get boring. Flow inducing games all have one thing in common they are propping up the challenge as they go and here speed should be part of it. Maybe being flow inducing was not the original intent but this is definitely part of the game's DNA already. And to deliver on that premise the stakes should get higher and higher."
-Early levels , here I will let Nina's reaction speak for everyone
"I'm not that much into shooting stuff and appreciate games that are "slow burners" but please have some respect for your players trust them a little ! Look guys maybe this was not your original intent but with everything being so quiet until I arrive at Geometrix all you are telling me is that I am too much of a "dumb dumb" to handle what you got in stock for me... Yes having 4 axis of control to manage is a lot but it shouldn't be grounds to think of your players like they are a bunch of space monkeys ... And I definitely felt like you either have a huge lack of confidence in your game or in me as a player, either way grow some balls dammit !"
And this was the nicest of the 4 players on that section...
-Peaceful mode (currently called fractal rider) : Nina gave me the info that "endurance/survival stuff is not my bag at all and with the early levels being so shy at throwing stuff at me I'm not in the mood for it at all. I'd rather spend some time in peaceful mode for a while"
As mentioned earlier she would like to see this mode be more "populated"
Visual Feedback / Tutorial :
-None of Saturdays players were familiar with space shooters or flight sim so, some of their "tropes" in terms of visual cues or feedback were completely unknown to them. Mainly when using the second and third weapon , those weapons are not hitscans therefore have "slow bullets" therefore like in any given space sim or flight sim , a visual cue is there to tell you were to shoot so that your shot will hit. Giving us a blue circle at the end of line coming from the enemy. None of them got that without me telling them about it. And they all proceeded to say that it should be part of the tutorial.
-When you get under 30 life points when you get hit the screen starts to glitch out when you take a hit. Everyone was confused by it and when I asked if they would be okay if it gets integrated in the tutorial to tell you about it, everyone answered that they would not have that as an indicator of very low health. Nobody liked the idea I tried to defend it saying that I liked it because it's kind of a punishment for getting cocky. To which I was told "You have been playing that game for a good month now if not more and to your own admittance mainly play in insane mode now you are not a beginner anymore this needs to go , this is a choice that will turn off a lot of potential players"
Side conversations :
This is the part where I finally wrap it up by adding some more points that came up and add the feedback I got from one player that came at my house with another group of players on Monday.
-On Audio feed back :
Nina "This games is really cool but it needs to stop being that shy on audio feedback stuff you know..."
-Kevin "I'll repeat myself but this is gonna be one bitch of a problem to solve and you should have patience on that front. Again this is not just a question of putting a sound here and there to notice you about what's going on but ..."
-Nina "This game is already visually breathtaking and has a mathematical beauty that speaks for itself in its defense"
-Kevin "Yes and this is exactly where I wanted to go before you cut me"
-Nina "Sorry go on"
-Kevin "The problem for them is not just being afraid of having the feedback overpowering the rest . This game already has a gamefeel identity of its own . So far the most satisfying weapon sound is the sound of the second weapon. I don't know if you noticed it but there is an echo on the sound effect and not any kind of echo, the kind that transmits a feeling of absolute void and loneliness. How much do you wanna bet that this is what they were aiming at when they chose the sound of the third weapon something that was also baned by a nasty reverb telling you "don't expect any help pal you're alone here" ? If anything if they need inspiration for sound design I would direct them to the Star Trek series rather than Star Wars. I don't know why but my feeling is that they want to go for a very introvert experience and that if you would be so crazy as asking a multiplayer mode for that puppy they would answer that its completely out of question given what type of identity they wanna go for. Sound design for that kind of feel is one of the hardest one to achieve well. Why do you think I have such respect for the sound designers of Shadow of the Colosus ? Even while horse riding you feel alone like crazy and its not just the emptiness of the landscapes that conveys that sound plays a huge role in it. I can already picture how many times they have been facedesking during development of the game. So here in Polynomial 2 yes it needs to be done but cut them some slack and give them time folks okay ? This is no easy feat and I wouldn't be surprised to see the perfect mix on that part to be achieved by the end of the project"
-Max "But the place holder stuff is so quiet"
-Kevin "And I would have been in their boots I would have done just the same. Better muffled too damn quiet shit, than clear crisp stuff that goes against where I wanna go in terms of feeling . Especially given that I am available to the public in early access form. Do you really want them to face with the bane of having to keep a "legacy play" option like it happened for Darkest Dungeon ??? "
-Max "I didn't thought of that ..."
-Kevin "Well I did and yep until they figure something that feels right , I would recommend to keep the place holder stuff as it is. Sorry to disappoint everyone with my opinion here but on this particular one they sadly are alone and need to find the good mix in private. Hell even my Star Trek recommendation I wouldn't feel confident giving it to them I know Aurélien is gonna report what I said but this why I take it back, this is a part of the game that is gonna be so key to its identity that whatever they try they need to keep it for themselves until they have a mix that THEY are okay with"
-Nicolas "But for the control over "families" of sounds"
-Kevin "Yeah that I still agree with never too much control over sounds in a game engine, they should provide the option. Especially given that they went for a game that lets you choose your soundtrack"
On Marketing :
Maxence and Kevin had those things to say
-Maxence "Marketing wise its a shame to say it but this game uniqueness is paradoxically both its strongest point and its weakness."
-Kevin "Yeah hate to agree on that but I have seen my fair share of marketing guys recommending against "even merely evoking the flow inducing part of the gamefeel" , them motherfuckers want to do everything in their power to avoid having the "games can be drugs" conversation so I doubt that any editor / publisher will want their game and give them support. I doubt they search for support anyway otherwise they would have contacted at the very least Devolver by now. But in terms of marketing let's face it this is gonna be a tough sell"
-Maxence "People who are into flight sims or Space Sims generally want something beefier than this so maybe some open minded ones will be interested but I wouldn't try to target that demographic, and for the others the "you'll be trippin' balls while playing that game" aspect is gonna be a turrnoff for a lot of people"
-Kevin "Hate to say it but there is a reason why games like Rez, Child of Eden or good old Tempest 2000 are not moving the masses and are not block busters. It's a shame don't get me wrong but still marketing wise I tip my hat off to Alexey because I would be hard pressed to know how to market that puppy"
On the game engine :
Kevin and Nina "Only 300 megs for the whole game ? Oo Jesus talk about a coding lesson here ! Massive props to Dmytry that's INSANE !!! "
-Kevin alone now "Now I know a lot of gamers who would like a game like this but I wouldn't expect them to play it on their computers we are talking about folks that don't have the budget for a new rig right now but already have a PS4 or an XBOX one you told me that they are trying to be on both ? If so this a good call because I would bet some money that the console versions will fair better than the Win/Linux version. I would be them I would keep on optimizing the engine so that it fits on an XOBX and a PS4."
With this being said pretty much everyone liked the game and had a huge blast playing it sure there was stuff on which they expressed their frustrations and not always in a nice way. But let's face it this pack of gamers were wonderful and insightful, I enjoyed every bit of interaction with them was a level headed conversation targeted at how they would improve on the concept. They were every bit as excited about the game as I was. And were not against giving it a go but not until some stuff get fixed.
As for Kevin the manager of the place he eagerly awaits another round of presentation of the game inside his bar, and told me that I could use the scene and the projector and the big screen to display the game. So I'll be going back soon.
Now for what happened on Monday, actually one person named Jean that was at the arcade actually looked at the game being played from afar but didn't wanted to dive in immediately. But on the other hand he offered to pass at my house with some friends who are into flight sims.
After all those people tested the game, Jean told me that he was a student in neurology . We had a bit of conversation on the controlling scheme and to him 4 axis to manage at once is not too much to take brain wise, but it still needs a lot of adaptation and would take sometime. He saw my very disappointed face, and told :
"Sorry but with the few I already learned in my field of expertise about how the human brain manages our motricity functions I can already tell you that having all 4 axis at once as the default layout will be the origin of people quitting the game. They need to streamline here. You saw it with my friends who are into Space Sim and Flight Sim stuff even they had a hard time managing 4 at once maybe placing it on the bumpers will fix it but I very much doubt it. If anything I would go the swapper route as a press and hold as the default setup"
Yeah even a neurology student because of what he knows so far told me he was not a fan of all 4 axis at once as the default....
So what do you guys think ? And you Alexey and Dmytry I hope that this looong winded read was a tiny bit of use to you ...