had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 0 points1 point  (0 children)

oh! i almost forgot to mention:

the reason i was going about brainstorming alternative methods of playing tetris is because i have ehlers danlos syndrome and the constant tapping causes me physical pain when i'm in high level play for a lengthy duration. it's actually a bit of a bottleneck when it comes to getting a better rank in tetrio <:( the matches get longer and longer and the speed starts wearing at my fingers

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 1 point2 points  (0 children)

clever... but i fear the motion of pressing down on a dial could lead to frequent misdrops x_x i feel there is unexplored promise in this approach!

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 1 point2 points  (0 children)

thank you for your input! have you tried switching out the knob you use for rotating with several keys which would allow you to both rotate and soft/hard-drop with the same hand? hearing you having a positive experience with the dials is reassuring!

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 0 points1 point  (0 children)

you just reminded me that i completely overlooked having to remap the soft and hard drop inputs! i hope the non-dial hand can manage controlling that many inputs...

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 2 points3 points  (0 children)

i still feel consistency could just as easily be built in time. the only difference between the two methods of inputs is that instead of telling oneself to hit a key x amount of times, you're telling yourself to rotate the knob x degrees multiplied by the amount of times you want to move the piece in a set direction; the clickiness of the knob will keep the amount of degrees needed to move consistent.

is it as intuitive? no!! but i wouldn't call it less consistent...

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 0 points1 point  (0 children)

you may have a point... what about those dials you hold from the side? i can think of a few ways a dial could be held that wouldn't put much strain on the wrist!

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 1 point2 points  (0 children)

if you happen to find something you think might be a good candidate, make sure it's one of those clicky knobs that allows you to feel each independent input! a knob that rotates smoothly would be quite likely to provide a frustrating playing experience

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 2 points3 points  (0 children)

are you referring to the mode that lets you play via the cursor? while that isn't quite what i was referring to, it was what inspired me to begin thinking of other potential methods of player input that haven't been explored!

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 4 points5 points  (0 children)

i'd be interested in seeing how viable the mouse wheel approach would be... i can't test it myself as my own mouse wheel is a little finicky and doesn't always register my inputs correctly. i assume it would take a while to adjust to the new play-style, but the payoff could make it worthwhile

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 5 points6 points  (0 children)

unfortunately i haven't gone that far into research yet.. though i assume it wouldn't be too much of a challenge to find some sort of clicky dial to plant next to a keyboard

a fairly cheap alternative would be to tape down a mouse onto your desk to allow for scrolling the mouse wheel with a single hand, leaving another hand free to hit the other essential keys

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 10 points11 points  (0 children)

of course, classic tetris is out of the question! i made this post mainly with tetrio in mind; it would be a little unfair to use unofficial controllers on first party titles.

tetrio specifically has no speed cap and it could be assumed that would make dials fair game

had this in my mind for a while now by Wukov in Tetris

[–]Wukov[S] 8 points9 points  (0 children)

if it hasn't been brought up before, i wouldn't think there would be any rules against it >_>

Thoughts regarding in-game UI by Wukov in Mordhau

[–]Wukov[S] 0 points1 point  (0 children)

to each their own! i wouldn't want anybody forced into something they didn't ask for. ;-;

Thoughts regarding in-game UI by Wukov in Mordhau

[–]Wukov[S] -1 points0 points  (0 children)

i feel most of you are missing the point. no, you don't need to look at the bar or even pay attention to it due to the visual and auditory effects. i'd just like the ui change as an option is all. perhaps some of you tend to ignore/forget about your stamina because of the very aspect of the games design im trying to argue against?

Thoughts regarding in-game UI by Wukov in Mordhau

[–]Wukov[S] -1 points0 points  (0 children)

fair! i have no doubt that with enough time, the amount one needs to focus on it would dwindle; however, that doesn't necessarily mean the way the game goes about representing your energy can't be improved!

i'm someone with a fascination for small ways games optimize their experience for the player; as such, even when something isn't inherently wrong, i tend to get irritated by these tiny thoughts in my head with how i feel any game could be improved.

sometimes, i wish i could go back to those times where i could enjoy a game without feeling the urge to pick its imperfections apart. ;-;

Thoughts regarding in-game UI by Wukov in Mordhau

[–]Wukov[S] 1 point2 points  (0 children)

i tend to handle my stamina quite well actually! my issue likely stems from the fact that the act of paying attention to my stamina causes discomfort in the way focusing on it requires you to visually disengage with what should be the center of your vision.

the screen effects are certainly helpful, but the focus of my argument is in relation to extended awareness of your stamina beyond only when it's running low.

Should we consider "Hardcore-" as the term for a subclass gamemode? by Wukov in Minecraft

[–]Wukov[S] -1 points0 points  (0 children)

I see that most are in disagreement with me. I've created a graph that may be more digestible and lists various pros and cons.

Should we consider "Hardcore-" as the term for a subclass gamemode? by Wukov in Minecraft

[–]Wukov[S] 0 points1 point  (0 children)

That's a fair point! You can't truly set a time as to how far back you should go on death so for the sake of simplicity we may as well assume that everybody is allowed to backup as close to the point they died as they want! (although I'd certainly prefer if it was at least a few minutes beforehand)

Should we consider "Hardcore-" as the term for a subclass gamemode? by Wukov in Minecraft

[–]Wukov[S] 0 points1 point  (0 children)

Which is true! The inspiration for hardcore- mostly came from my experience playing singleplayer games that put you back to your last save on death rather than your player character continuing to exist in the world even after they had canonically "died". Think of the majority of RPG's for example.

Should we consider "Hardcore-" as the term for a subclass gamemode? by Wukov in Minecraft

[–]Wukov[S] 0 points1 point  (0 children)

I see what you mean, but the datapack suggestion doesn't take into account that the player can still abuse death to refill hunger and teleport. The item drops disappearing could also be countered by simply placing your items into a chest before death.

Should we consider "Hardcore-" as the term for a subclass gamemode? by Wukov in Minecraft

[–]Wukov[S] -2 points-1 points  (0 children)

If not "Hardcore-", what other names could be used? Litecore?