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Force-Feedback Joysticks


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Poll: Force-Feedback.. Can we feel it? (57 member(s) have cast votes)

Does anyone still use force-feedback joysticks?

  1. YES: I still use a force-feedback Joystick and its awesome! (39 votes [68.42%])

    Percentage of vote: 68.42%

  2. NO: Utter waste of silicone and servos... and my hard earned cash (18 votes [31.58%])

    Percentage of vote: 31.58%

Quality of most FFB implimentation:

  1. Good: Most games make good use of FFB to convey motion or movement (12 votes [21.05%])

    Percentage of vote: 21.05%

  2. Okay: Most games kind-of hit the mare and some feedback is viable. (36 votes [63.16%])

    Percentage of vote: 63.16%

  3. Bad: Most feedback is hokey and does nothing to add to a games immersion factor (9 votes [15.79%])

    Percentage of vote: 15.79%

Should MW:O have any FFB implimentation?

  1. YES: I feel FFB if executed properly adds to game immersion. (38 votes [66.67%])

    Percentage of vote: 66.67%

  2. MAYBE: I'm ambivalent and can take or leave it. (11 votes [19.30%])

    Percentage of vote: 19.30%

  3. NO: Waste of programming and time. FFB is a dead technology. (8 votes [14.04%])

    Percentage of vote: 14.04%

Vote Guests cannot vote

#1 DaZur

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Posted 24 February 2012 - 10:23 AM

Okay...

Long-time flightsim enthusiast and have had benefit of owning multiple joysticks... One of which is a Force-Feedback.

There was a time when flightsims and driving sims made excellent use of this technology... as of late it's been poorly implemented and barely supported.

I have some not-so-fond memories of how force-feedback was implemented in the MW series and wonder if anyone even still considers this a viable technology?

#2 Paul Inouye

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Posted 24 February 2012 - 10:25 AM

Gonna bump ya down into Hardware. We're putting all joystick conversations there but I'll leave a link to this in General.

#3 DaZur

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Posted 24 February 2012 - 10:28 AM

View PostPaul Inouye, on 24 February 2012 - 10:25 AM, said:

Gonna bump ya down into Hardware. We're putting all joystick conversations there but I'll leave a link to this in General.


[ Paul Newman voice] Getting bumped here boss! [Paul Newman voice] ;)

Edited by DaZur, 24 February 2012 - 10:28 AM.


#4 Vulpesveritas

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Posted 24 February 2012 - 10:28 AM

Why just force feedback joysticks? I want to build myself (If I ever get the money) A force feedback chair to go with MWO.
But that's me.

#5 Mautty the Bobcat

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Posted 24 February 2012 - 10:32 AM

Sadly, most companies are all about the money now...and by that I mean don't care if a feature is implemented correctly. If force feedback got them some people that they normally wouldn't have, they couldn't care less if it works the way it should.

Sadly, this is a feature that made many flightsim games a real experience, especially if you performed some sort of aerial maneuver because then you're able to really feel the stick buck and take on a mind of its own with the resistance simulated from the plane.

If MWO implemented it correctly? Hells yes, I would gladly support the addition of get a force feed every time your mech got hit and more. This also goes with my stick, throttle, and pedals setup being ideal if they make an MWO brand joystick.


View PostVulpesveritas, on 24 February 2012 - 10:28 AM, said:

Why just force feedback joysticks? I want to build myself (If I ever get the money) A force feedback chair to go with MWO.
But that's me.

Haha, that would be amazing good sir.

Edited by Mautty the Bobcat, 24 February 2012 - 10:33 AM.


#6 TheRulesLawyer

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Posted 24 February 2012 - 10:36 AM

Force feedback is typically done terribly. Both on the software side and on the hardware side. Its a share really as well implemented force feedback can be a truly transformative technology. Trouble is good FF hardware costs a lot of money. That means not many people have it. Of course that means Devs don't spend much time on it because the potential market isn't that big. Its vicious cycle.

Anyhow I don't know that FF is really needed in a game like MWO. Its not like you need to feel the grip on the road like a driving sim, or how the air is affecting the control surfaces in prop air sims. I can take or leave it for MWO.

#7 ZombiezuRFER

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Posted 24 February 2012 - 10:54 AM

Do (not) not want.
I love FFB, adds a lot of immersion. If Done well, I'd certainly use it to its greatest advantages.

#8 osito

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Posted 24 February 2012 - 12:00 PM

i would like it in game. If you are targeting a enemy mech a get hit before you fire you should be shaking and have you target lock broken or thrown around a little.

#9 Catamount

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Posted 24 February 2012 - 12:14 PM

The problem with force-feedback is that it's great way to increase immersion, occasionally, when it's done well, but it's rarely done well, and regardless of how well it's done, it's not good for multiplayer games, because it gives an unfair advantage to those not using it.

I mean, you aim with that joystick, so just imagine how well you're going to be able to do that if I'm constantly rocking that stick by slapping you with weapons. That's been hard enough to deal with against certain mech variants without force feedback.

#10 Sym

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Posted 24 February 2012 - 01:00 PM

I would love to ues FFB again...but Catamount hits the nail on the head.

View PostCatamount, on 24 February 2012 - 12:14 PM, said:

...it's not good for multiplayer games, because it gives an unfair advantage to those not using it.


and although I voted for it...I do not see it happening.

#11 DaZur

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Posted 24 February 2012 - 01:27 PM

View PostSym, on 24 February 2012 - 01:00 PM, said:

I would love to ues FFB again...but Catamount hits the nail on the head.

and although I voted for it...I do not see it happening.


Brilliant observation by the two of you... that quite honestly, I did not even take into account.

#12 Catamount

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Posted 24 February 2012 - 01:52 PM

Yeah, I've used force feedback sticks for a long time. I'm going on 12 years with a Sidewinder Force Feedback 2.

Still, I often use it without FFB. I just like the stick in general (accurate, durable, solid base for lap use). But having it means I've seen the good bad and ugly for FFB.


That, and I remember all the MW4 battles of being rocked by staggered autocannon shots. It was hard to aim when that was happening even with FFB.

#13 CeeKay Boques

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Posted 24 February 2012 - 04:00 PM

I use FFB in all my flight sims. Its pretty cool in prop games, you can ride the rail of resistance.

Not in Mech though. If I could use FFB to work my mech BETTER instead of worse... that would be new for Mechwarrior.

#14 Six6VI

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Posted 24 February 2012 - 04:01 PM

I didnt have a problem using it in MW3. MW4....I recall it was much harder to aim yet it didn't bother me. I wouldn't mind using it for MWO

#15 Silent

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Posted 24 February 2012 - 07:50 PM

I've always found it to be a gimmick and I haven't come across a game yet that implemented it in an immersive way. I think it's a dead technology and a waste of time.

#16 FinnMcKool

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Posted 24 February 2012 - 09:20 PM

I think if a mech is hit ,falls , or otherwise the screen should shake go fuzzy or something to that effect.
but sorry force feedback never really thrilled me, and why would it ? it gives my opponent who dosnt use it the edge, and well If everyone had to deal with it that would be one thing

I never used a joystick with Mechwarrior games I was very happy in Mechwarrior 2 and Mercs just to use a keyboard, then in Mechwarrior 3 I started to use a mouse , in the Weeker MS mechwarrior4 (MS has a way of downgrading everything) I still used a mouse keyboard , but hey this is new maybe i try a joystick.

Edited by FinnMcKool, 24 February 2012 - 09:21 PM.


#17 Morgana

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Posted 24 February 2012 - 09:36 PM

Posted Image Found it to be too much of a distraction, and definitely gave my opponent the advantage. Voted No.

#18 CyBerkut

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Posted 27 February 2012 - 09:03 AM

I wouldn't deny it to those who want it (providing it doesn't delay the launch to get it in)... but I have no interest in having my aim knocked around even more than it already is.

I imagine it will make it into the game, as we know at least one developer is using a Logitech G940. :D

However... if folks really want useful feedback to add to the immersion... check out the Tactile Feedback System 3, from iVibe.

http://www.ivibe.com/

Some discussion about it over on Eagle Dynamics (DCS) forums:
http://forums.eagle....ead.php?t=70051

If PGI were to work with iVibe on putting native support for that into MW:O, you could be looking at a noticeably more immersive experience (ie. perhaps feeling the footsteps, etc.) without knocking your aim around to get it.

I don't have one, so I can't comment on how effective it really is. Clearly, it's not cheap. But it looks promising for hard-core players who have some discretionary funds available.

#19 Shai tan

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Posted 16 March 2012 - 05:32 PM

Mechwarrior 3 had amazing FF effects, using the Sidewinder FF Pro. Definately a musthave IF we CAN have it. If the devs use Immersions FF software dev kit, then we the users can mod whatever they do, for a more realistic FF effect.... if we find some that are lacking.

Edited by shai`tan, 16 March 2012 - 05:34 PM.


#20 Beaker

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Posted 16 March 2012 - 05:46 PM

FFB? On a Mech? No Thanks, it'd add nothing except to kick you off target as you pull the trigger. Also if it's drive-by-wire, and in a mech that's 100 years old or more it'd be broken anyway.





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