Who plays like that x_x
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Flying games should have an option to choose regular or inverted.
If you're into piloting, got a joystick or something - sure, inverted is your choice.
Otherwise it's just unnecessarily confusing.
I understand that but it’s simply more realistic to be inverted. I am very used to it because honestly most games with flying controls make inverted default anyway.
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Some people visualize their Y tilt "lever" as in front of the fulcrum of their neck, and some people visualize it as behind the fulcrum. Thus some people find an inverted Y axis to be intuitive, while others don't. At least, this is how the reason for the preference has been explained to me.
I still think all you inverted Y axis people are monsters.
It it would be a lever behind, X axis would be inverted too.
Y inversion is just terrible and has no good explanation in relation to non-piloting games (and even there most people would be better off with regular Y)
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I think it's the original Halo that asks you to look up or down during the tutorial, and then chooses your input method based on what you press.
Was a neat way of doing it.
Wow, that's an interesting way
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I understand that but it’s simply more realistic to be inverted. I am very used to it because honestly most games with flying controls make inverted default anyway.
wrote last edited by [email protected]I'm just completely unable to learn inverted Y.
Any game that doesn't have an option to make it regular is unplayable for me. Oh, and sadly IRL radio controlled planes are too. I tried two, and both got smacked into the ground and needed repairs.
I can comprehend it when both axis are inverted, but when it's only one, it doesn't click.
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I think it's the original Halo that asks you to look up or down during the tutorial, and then chooses your input method based on what you press.
Was a neat way of doing it.
2 and 3 do the same diagnostic routine, and Reach asks you to look at a building in the distance.
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I exclusively play inverted. I find it also gives better control while playing FPS games.
There are dozens of us! Dozens!
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I think it's the original Halo that asks you to look up or down during the tutorial, and then chooses your input method based on what you press.
Was a neat way of doing it.
I think the third (fourth?) Ratchet & Clank also did that.
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I exclusively play inverted. I find it also gives better control while playing FPS games.
I like to imagine inverted players control their character by grabbing a stick on the top of their characters head
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Videogame cameras in 1st person it's supposed to work like this:
The REAL inverted would be move stick down and then you see down.
Its two different perspectives. One is controlling a character as if they are controlling a camera from the rear. The other is the more common, where you're using the joystick to move the point that you're looking at.
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It it would be a lever behind, X axis would be inverted too.
Y inversion is just terrible and has no good explanation in relation to non-piloting games (and even there most people would be better off with regular Y)
The back lever thing is a simplification. It's more that they visualise it as controlling the yaw and pitch, like gluing the joystick to the top of their head. Point is though that it's there as an accessible option
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Its two different perspectives. One is controlling a character as if they are controlling a camera from the rear. The other is the more common, where you're using the joystick to move the point that you're looking at.
Which way should the text on your screen move when you spin the mouse wheel?
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My friend insisted it was supposed to be played like that. It was my first real fps, so I put in effort to learn it. Too late to change it now.
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Videogame cameras in 1st person it's supposed to work like this:
The REAL inverted would be move stick down and then you see down.
You're right, but somewhere along the way we all got used to the other way
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Tipping makes sense. Idk it's like if the joystick is the top of your character's head.
If you see the stick as the top of your character's head, you'd have to twist it to look left or right. Tilting it would just rotate the image you see under that mental model
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Which way should the text on your screen move when you spin the mouse wheel?
wrote last edited by [email protected]You spin the mouse wheel to control the scroll bar, so of course spinning the wheel towards you (down, if you align the mouse with the screen), should make the scroll bar go down.
This was, for a long time, uncontroversial. However, after touch screens became widely used, people started incorrectly assuming that the mouse wheel "moves the screen" (absolutely ludicrous), and decided that down was up and up was down, and that the sane way to scroll with a mouse wheel or touch pad was "inverted" and not "sane"/"normal".
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You spin the mouse wheel to control the scroll bar, so of course spinning the wheel towards you (down, if you align the mouse with the screen), should make the scroll bar go down.
This was, for a long time, uncontroversial. However, after touch screens became widely used, people started incorrectly assuming that the mouse wheel "moves the screen" (absolutely ludicrous), and decided that down was up and up was down, and that the sane way to scroll with a mouse wheel or touch pad was "inverted" and not "sane"/"normal".
Mhm, it's all about perspective. Moving the viewport or the content. The viewport or the viewer, for first person. Ideally you should always have the option to choose.
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Inverted and ESDF is the One True Way
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More like "I start this new game and try to look at my feet"...
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I like to imagine inverted players control their character by grabbing a stick on the top of their characters head
It's more like the analogue stick is representing your characters neck. IRL you pull your neck down to look up, and vice versa.
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This is the core option which justifies cross-title configuration in a user profile.
I have to correct Y to inverted in every new game I start playing, there needs to be a global options titles observe.