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[–] 67 points 1 year ago (12 children)

The best games shuffle your controller inputs at random on startup to promote mental flexibility and problem solving skills.

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  • [–] 22 points 1 year ago* (last edited 1 year ago)

    I did most of a Dark Souls playthrough with a PS3 controller that was breaking down. There's a tiny foam block on the inside that, after some years of abuse, will flatten out and trigger spurious inputs if some controls are pressed too hard. This caused an interesting challenge, since after panic-rolling, I would usually stand back up disarmed (d-pad right/left swaps that hand out for an alt item which was empty). It seemed kinda/sorta natural that way, and didn't know that wasn't a game mechanic (in this already ludicrously hard game) until I talked to some friends about it.

    Edit: I made it through about 75% of the game like this.

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  • [–] 22 points 1 year ago (6 children)

    I think it's the original Halo that asks you to look up or down during the tutorial, and then chooses your input method based on what you press.

    Was a neat way of doing it.

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  • [+] 4 points 1 year ago (1 child)
  • [–] 6 points 1 year ago

    This is funny to me, because it took a really long time for me to realise anyone used anything other than "inverted". I remember when I was first presented with the option, I became very confused, because of course I selected "normal", but then it turned out "normal" was the wrong way around...

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  • [–] 33 points 1 year ago (8 children)

    Played flying games first. Inverted ever since.

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  • [+] 12 points 1 year ago (7 children)
  • [–] 2 points 1 year ago (6 children)

    Tilting your head. I get it yeah! 😝 Makes sense.

    Axies* 🙃

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  • [–] 4 points 1 year ago (5 children)
  • [–] 3 points 1 year ago (3 children)

    Ah it's one of those sounds different but spelled the same f*ckers.

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  • [+] 26 points 1 year ago (1 child)
  • [–] 19 points 1 year ago*

    And by inverted you mean inverted from their proper inverted position. So uninverted. Which is the inverse of correct.

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  • [–] 18 points 1 year ago* (5 children)

    Some people visualize their Y tilt "lever" as in front of the fulcrum of their neck, and some people visualize it as behind the fulcrum. Thus some people find an inverted Y axis to be intuitive, while others don't. At least, this is how the reason for the preference has been explained to me.

    I still think all you inverted Y axis people are monsters.

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  • [–] 3 points 1 year ago (1 child)

    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)

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  • [–] 3 points 1 year ago

    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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  • [–] 16 points 1 year ago (6 children)

    It’s how games with flying should control but that’s the only application it should be used in to me. I believe this since that’s how it works in IRL.

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  • [–] 6 points 1 year ago (5 children)

    Flying games should have an option to choose regular or inverted.

    If you're into piloting, got a joystick or something - sure, inverted is your choice.

    Otherwise it's just unnecessarily confusing.

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  • [–] 9 points 1 year ago (3 children)

    I understand that but it’s simply more realistic to be inverted. I am very used to it because honestly most games with flying controls make inverted default anyway.

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  • [–] 2 points 1 year ago* (last edited 1 year ago) (2 children)

    I'm just completely unable to learn inverted Y.

    Any game that doesn't have an option to make it regular is unplayable for me. Oh, and sadly IRL radio controlled planes are too. I tried two, and both got smacked into the ground and needed repairs.

    I can comprehend it when both axis are inverted, but when it's only one, it doesn't click.

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  • [–] 2 points 1 year ago (1 child)

    But why would roll be inverted? For planes you just need to think about the fact you are controlling the airplanes pitch not the camera view, which is why my camera controls are always regular in flight games but then obviously the y axis for flight is inverted. Pitch left roll left, pitch right roll right, pitch forward go down, pitch back go up. I.e. If you tilt the plane to the left it rolls to the left, if you tilt it to the right it rolls to the right, if you tilt the plane back it changes the attitude of the flight path to bring you higher same thing in reverse for pitching forward. I agree with your last statement for fps/tps games though unless both are inverted for camera it just doesnt make any logical sense and instead are trying to map flight controls to a head which just completely looses me.

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  • [–] 2 points 1 year ago* (last edited 1 year ago)

    I still don't quite get why planes are somehow the exception - likely because something about engineering and use of real planes makes inverted Y preferable, or that joysticks as opposed to mouse/keyboard make inverted Y a bit more tangible? I don't find the inversion intuitive in any game-related context, at least as a mouse/keyboard/gamepad user.

    Up is up, down is down, simple as that. I just piloted a spaceplane in Space Engineers after piloting a dragon in World of Warcraft and both games just have up on up and down on down. To me, this is how it should be, or at least there should always be an option to make it so.

    For any casual play, it just adds to a consistent and predictable experience.

    But then again, I might be biased because inverted Y just doesn't click with me, no matter how much I challenged myself to figure it out. Automatic reactions always lead me the wrong way.

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  • [–] 7 points 1 year ago

    Its not so bad, it's just a context switch. In an fps game you're changing the direction your character is intending to look. Wanna look left, tilt left. Wanna look up, tilt up.

    In a flying game, you're controlling the attitude of the plane, it helps to think of your joystick being glued to the top of the plane.

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  • [–] 11 points 1 year ago (1 child)

    Only when controlling flying crafts.

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  • [–] 10 points 1 year ago (1 child)

    Who plays like that x_x

    I started console FPS with Timesplitters 2, which used that control scheme as default. I’m pretty sure Goldeneye had similar control scheme as well.

    For me it’s natural to think the analog stick as my neck. I tilt my neck forward to look down. I tilt my neck back to look up.

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  • [–] 22 points 1 year ago (11 children)

    I exclusively play inverted. I find it also gives better control while playing FPS games.

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  • [–] 17 points 1 year ago (8 children)

    I like to imagine inverted players control their character by grabbing a stick on the top of their characters head

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  • [–] 3 points 1 year ago (7 children)

    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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  • [–] 4 points 1 year ago (5 children)

    Sure but then with this perspective, shouldn't left and right also be inverted??

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  • [–] 1 point 1 year ago

    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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  • [–] 1 point 1 year ago (2 children)

    No because when you look left your head doesn't tilt right. When you look up your head tilts backwards

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  • [–] 2 points 1 year ago

    There's issues with all the analogies. If I tilt the stick left, if it was my neck, then I would roll my neck to the left and I'd need to twist the stick to look around. Perhaps this is the missing control scheme we've been waiting for.

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  • [–] 7 points 1 year ago

    often people who plays plane related flight games with a joystick early in their life

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  • [–] 7 points 1 year ago (2 children)

    I used to be inverted until controller FPSs started to be a thing. I don't think people realize how long PC FPSs were mostly a keyboard-only thing. By the time WASD+Mouse standardized, quite late into the Quake 1 era I had hundreds of hours on Tie Fighter/X-Wing and a bunch of other first person flight games.

    Hell, Descent predates Quake, and I'd argue it figured out full 3D controls way before Quake did.

    Now that I'm on board this train of thought, do kids these days think Doom played with full mouseview and just distorted all over the place? Is it well known for people not born at the time that Doom was mechanically closer to a twin stick shooter than an FPS or have all the source ports erased that from history?

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  • [–] 4 points 1 year ago

    Early mouse controls were godawful, and I wound up never gaming with a mouse for 3D navigation.

    I knew one person who used the mouse Y-axis for forward movement in Quake. CLOMP CLOMP CLOMP on a severely beaten mousepad the whole time.

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  • [–] 2 points 1 year ago

    I felt so great when I "discovered" using the numpad for movement to have more buttons available to bind useful stuff to. I think I did that with Jedi Knight. I was so excited, I told all my friends.

    Can't remember when I switched to WASD. Maybe with Unreal and/or Half Life.

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  • [–] 7 points 1 year ago (2 children)

    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"

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  • [–] 1 point 1 year ago

    I played inverted for quite some time in the early days. It always made sense to me because i imagined holding someone's skull, when you tilt up, the eyes go down. I switched when playing games like counter strike 1.4 and on. I can honestly play both equally, i just stuck to "normal"

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  • [–] 6 points 1 year ago

    I used to play inverted. If it wasn't inverted, I'd flail around helplessly. Then one day, inverted didn't feel right, and I had to switch. It's been that way ever since. Sometime during the PS2 era I think. I played equal numbers of PC and console games up to that point. Dunno why it happened.

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  • [–] 5 points 1 year ago

    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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  • [–] 11 points 1 year ago (4 children)

    It’s largely an age gap I think. The first generation of FPS games on N64, PS1, etc used inverted controls, so if you’re an old man millennial like me, that’s how you learned to play.

    Then in later generations (PS2/3 and on) this changed and inverted became an option, rather than the default (or in some games, only!).

    Thus younger gamers are used to “standard” and older gamers used to inverted.

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  • [–] 7 points 1 year ago (1 child)

    It's funny, I'm a millennial as well. I remember those inverted games and it feeling wrong to me. Once I started finding "regular" games it always felt better imo

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  • [–] 1 point 1 year ago* (last edited 1 year ago)

    I think Mario 64 was supposed to help transition people into 3D games, since they were pretty new, by leaning on the "you're controlling the camera guy" aspect. You remember that little flying guy they showed following Mario around filming him? So when you aim up you move the camera guy higher which in turn makes the camera look down to keep Mario in frame.

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  • [–] 4 points 1 year ago

    More like "I start this new game and try to look at my feet"...

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  • There's a version of this where 3rd person movement controls are logical to the avatar, rather than to the screen. Only in this case, it's the developers who are wrong. I'm looking at you, Resident Evil 1.

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  • [–] 4 points 1 year ago

    Halo CE "recalibrating your MJOLNIR suit"

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  • [–] 23 points 1 year ago (13 children)

    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.

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  • [–] 5 points 1 year ago (1 child)

    For me I only accept inverted camera controls for orbiting cameras that aren't use for aiming.

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  • [–] 5 points 1 year ago (3 children)

    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.

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  • [–] 2 points 1 year ago (2 children)

    Which way should the text on your screen move when you spin the mouse wheel? :P

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  • [–] 3 points 1 year ago* (last edited 1 year ago) (1 child)

    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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  • The first time someone explained this to me and showed me how to invert controls, it changed my life and made video games more enjoyable (I'm mostly a PC gamer out of convenience but prefer a console/controller). I recently played the ff7 remake and forgot that I could invert controls and was about to quit playing until I remembered I could invert. "Standard" controls don't make sense to me and kinda make me dizzy or seasick.

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  • [–] 3 points 1 year ago

    I play SO many demo or early access games without the Invert Y option, so it's off to discussions to ask the developer to add that so I can play.

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  • [–] 3 points 1 year ago

    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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  • [–] 3 points 1 year ago

    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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  • [–] 3 points 1 year ago (1 child)

    Inverted and ESDF is the One True Way

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  • [–] 2 points 1 year ago

    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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  • [–] 3 points 1 year ago

    I wonder if this correlates with the preference for laptop touchpad's natural scrolling vs. traditional scrolling.

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  • [+] 3 points 1 year ago (1 child)
  • [–] 1 point 1 year ago

    It makes so much sense on a plane. If you lose attention and lean on the control stick, the plane will tilt the nose down and yank you back into the seat. If the direction was up, the plane would slam you into the stick and the plane would do infinite loops, especially if you black out.

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  • [–] 5 points 1 year ago (1 child)

    I use inverted Y look with pad controls. Because that makes so much more sense. (Normal mouse look is fine)

    I like how many new games show accessibility settings on start but it's still rare for them to have both subtitle settings and invert Y right there. And always a celebration when they are.

    Games that don't even let you invert Y are hella silly. I'm so glad Xbox lets you force the invert. Gotta figure out if you can do that in Windows/Linux.

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  • [–] 5 points 1 year ago* (last edited 1 year ago)

    In Steam (Windows/Linux) you can set any button on the controller to be whatever the hell you want. Another button, a mouse, a command, keyboard, anything.

    That's part of the appeal.

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  • [–] 6 points 1 year ago (1 child)

    Every time someone tries and pull out the “just imagine flying a plane” explanation all I can think is motherfucker you’re playing a fucking video game

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  • [–] 4 points 1 year ago* (1 child)

    I recently built a tp camera rig for a game and in the process completely lost orientation and somehow converted myself into inverted. Games that I had in progress suddenly felt wrong for a while after that. I think I'm just very aware of the camera now instead of the view.

    image

    This just feels natural. It's kinda like using "natural scrolling" option on a touchpad. Why would you ever want it to move the opposite direction?

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  • [–] 2 points 1 year ago

    I have absolutely no idea when I expect the y axis to be inverted or not. Every new game I expect the opposite of how it is.

    Did, I guess. For the past ten years. All 3d games make me too sick to play them these days.

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