Who plays like that x_x
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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.
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Yes, both of those and their sequels - Future Perfect and Perfect Dark - were by far the most played FPS games for me as a kid.
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It's more like the analogue stick is representing your characters neck. IRL you pull your neck down to look up, and vice versa.
Sure but then with this perspective, shouldn't left and right also be inverted??
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Also probably if you played Descent
There it is. Old guys unite!
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Sure but then with this perspective, shouldn't left and right also be inverted??
No because when you look left your head doesn't tilt right. When you look up your head tilts backwards
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For me a lot of it depends on the perspective.
- For an FPS, I think non-inverted feels more comfortable. I generally just want the view window to move in the indicated direction, but I understand people that like it inverted.
- If it's third person, I actually prefer completely inverted (including horizontal). Especially with something like Dark Souls where one stick controls the player and the other stick controls the camera. It's more clear that the camera is an external entity and I'm controlling the angle, not the view window. It feels unpleasant and unnatural to me to push left and then also have the camera bend to the left.
- If it's a rail shooter like Panzer Dragoon or something, we're back to non-inverted. I'm controlling the absolute position of a targeting reticle and I just want it to move to where I want it to move.
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Inverted and ESDF is the One True Way
I agree and oh man did I love that config.
But over the years there would be those asshole games that were still worth playing, or once I had a kid it would be some janky game he was having fun with.
So I actually managed to convert to WASD then years later to non-inverted.
It's certainly not better, but it sure is convenient.
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Sure but then with this perspective, shouldn't left and right also be inverted??
Not necessarily, IMO. You tilt your head back to look up, but you don't tilt your head left to look right.
I think it's an issue of mapping potentially 6 axes of movement to a 2D plane. They don't all line up the same way. Left and right in the game line up with left and right on the mousepad, but up and down in the game map to forward and back with the mouse.
Thinking of the mouse being glued to the top of your head works better for me.
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I play like that because I've used flight simulators. I have no idea why people play the other way.
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some old-school players because they learned mouse/controller camera movements on simulators. think what a pilot does when they want to tilt up: they pull, so you pull the mouse toward you, ie "down"