Dracil and I were discussing on Discord the sliding locomotion behavior that when a controller is tilted vertically off the horizon, sliding motion slows down proportionally to the angle of the controller. Is this behavior intentional?
The only guess I have if it’s not a bug is to allow yourself to control the speed of your sliding. I play on Oculus so I don’t know how it works ergonomically for Vive users with trackpads, but having the speed controlled by the analog stick is sufficient and I would like an option to turn the “tilt detection” off.
While I’m on topic about sliding locomotion, is there a mechanical reason that our stamina meter reduces when running into the edge of the walkable grid even though we are no longer moving? I can concede if there is a balance reason for why that is the case, but right now it seems to be a direct disadvantage to those who prefer sliding locomotion as we are unable to see the floor boundaries until we’ve run into them and eaten up some stamina.
The only thing I can’t remember is if this affects combat directly (I’m pretty sure it does for sprinting), but even if not it seems like a bug.
Edit: I KNEW I forgot something:
I feel like the lower threshold on the side-to side function of the sticks is too high. I don’t find myself fine-strafing very often, but there are times when I’d like to rotate my playspace juuuuuust a little bit and the rotation stick doesn’t kick in at all until about 20-or-so percent and by then it’s moving at a pretty good pace so fine adjustments are out. If it’s another vive-trackpad workaround I can understand it but I’d love a way to toggle that as well.