Vectoron, on 04 June 2013 - 06:34 PM, said:
Something I have yet to understand is...
If you get motion sick easily.... Why are you playing a piloting/mecha game? Why? I think its utterly obvious that the meta jocks are a little sore about this, and are looking for excuses to make it change.
Seriously though, if you do suffer from motion sickness.... dont play Pilot Simulators. The goal of this game (to my understanding) was not ever to be a game like call of duty, or halo, or any of those. Your piloting a 3 story mass of anger, the slightest jerk or twist should be making you vomit if thats the case.
Also reporting motion sickness here. My primary 'Mech is a Catapult C4 and I utilize my jump jets frequently while maneuvering, especially when in close quarters (hell, my favorite way to attack someone is to lock on with LRMs and Streaks at 200 meters, run, jump, and let 'em have it). I could feel it in my stomach after the first hop.
Now here's the thing: I can play MechWarrior games in slower (i.e., heavy/assault) support 'Mechs because the rate of motion is pretty reasonable for me, and I don't need to twitch as much. I can't play in lights and some mediums because they simply move too quickly for me (unless I build them to be slower, in which case what's the point?). The MechWarrior series is the only FPS-like video game that I am currently able to enjoy.
I used to be able to play FPS games of all types - around the time that Halo came out, I started to experience motion sickness with those types of games (which now includes fast-paced third-person games such as Assassin's Creed). MechWarrior is the only game that allows me to enjoy that experience at a level that I can tolerate (and dictate!). I find that the more control I have over my virtual motions (or the more restricted they are), the less likely I will experience motion sickness (and since 'Mechs move relatively slowly compared to an FPS character, it helps a lot). A MechWarrior game twitch is peanuts versus a professional Counterstrike player's twitch, and you don't need to twitch much to play MWO.
As to shakes, I have a couple of solutions in mind.
Firstly, hotpatch the screen shake out of existence. Players will definitely be lost in the coming week, one way or another but ultimately owing to the current state of jump jets. May as well stem the flow as much as possible while a better solution is made.
My first proposal is, like everyone else, to reduce the amount of shake, reconsider the degree of randomness, and perhaps make it smoother (smooth is good for people who suffer from motion sickness).
My second proposal is to change the operation of jump jets. Instead of a gradual discharge, make them near-immediate burst (i.e., high, but not full, power at activation). The initial effect on the player is a "punch" back into their seat, forcing the camera/reticle down (or up) and back for a moment before correcting to relative center (like flooring the gas pedal in a car), then screen shake can occur as normal while the 'Mech ascends. What this does is provide a consistent (and probably more realistic) visual effect that players can become acclimated to more easily than immediate random shaking
and discourage them from firing on the ascent. It can also be a sort of subliminal warning - motion-sensitive players get a sort of warning that screen shake is about to occur, and their brains have a moment to prepare for it. With this route, there could also be some landing motion - force the camera to bob down once the 'Mech's feet hit the ground.
Additionally, there should be additional cockpit noise to accompany the shake - audio cues can help alleviate the visual disorientation. Basically, a few rattling noises and vibrations that are synced with the screen shake.