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#1
R1 lock
Archive: 10 posts
With the new MGS expansion, and the introduction of the paintball power up, you need to hold down the R1 button for quite a while, and it's often advantageous when playing a paintball level to just leave it on. There is no real disadvantage at all to not firing it constantly apart from preventing finger cramping. This was a problem before, though less noticably, with the grab switch. For many vehicles you would hold onto grab to propel yourself, and depending on the level design, you would often have to hold it on for a fair bit of time. So what I'm suggesting is the introduction of a "R1 lock". Think of it like a capslock on a keyboard. You press the button combination, and they character will continue to grab or shoot or whatever until you press something to cancel it. Something like holding down R1 and then pressing triangle or square. Those buttons are not used in play mode at the moment. Pressing this combo activates "R1 lock", and you can release R1 at any time now and the player character will continue to grab or shoot. To stop grabbing or firing, just tap R1 again or square or triangle. The player character then stops doing that action until otherwise told to grab again. If you were in R1 lock mode, then if you released R1 after activating it and then grabbed and held again, the character would continue to keep grabbing/firing, but as soon as you release the character will stop again. Pressing the combo will put it back into lock mode again. Some sort of on screen display would be helpful to remind the player if they are in R1 lock mode or not. Of course, X and O will still do the usual things while lock mode is on. You can still jump, you can still close speech bubbles while the R1 lock is active. Hopefully this will make game play a bit more intuative while helping to prevent finger cramps from long game play sessions. So... what do people think? | 2008-12-25 11:45:00 Author: Elbee23 Posts: 1280 |
this game has simple controls. over complicating it for 5 seconds of non-R1 holding seems a bit silly IMO. | 2008-12-25 12:38:00 Author: muttjones Posts: 843 |
I agree with Muttjones. The controls are fine. I would be more inclined to refine the automatic layer switching system. | 2008-12-25 14:35:00 Author: Killian Posts: 2575 |
I agree with Muttjones. The controls are fine. I would be more inclined to refine the automatic layer switching system. though i agree with you again, this is not the thread to talk about which suggestion is more important. We shoould discuss elbee's idea. | 2008-12-25 15:13:00 Author: muttjones Posts: 843 |
In the final act of the metal gear solid expansion, the boss fight would take at least 1 full minute to do, and that's assuming you hit everything perfectly and not die. During that time, it's wise to keep firing constantly. Not only do you have the chance for a stray shot to hit a vital point, there is also the fact that your shots can deflect the incoming hazards that are coming in. That's a very long time to be holding pressure on one finger in a non-natural way. As other people design bosses with the paint gun, it's quite possible that they may last for an even longer period of time. What I'm trying to suggest is not unnatural or cumbersome, I've just used many words to use a simple combo that should be intuitive. It's as logical as hitting capslock on a keyboard so you don't have to hold shift to type a full sentence in capitals. Capslock makes sense, I just can't see what the problem with this idea is. :blush: | 2008-12-26 07:08:00 Author: Elbee23 Posts: 1280 |
Holding down R1 with the paintball gun isn't smart. If you tap R1, you can shoot a whole lot faster and more efficiently. | 2008-12-26 08:56:00 Author: Tyler Posts: 663 |
Holding down R1 with the paintball gun isn't smart. If you tap R1, you can shoot a whole lot faster and more efficiently. I would never use the lock for this reason. | 2008-12-26 09:36:00 Author: Walter-Kovacs Posts: 542 |
It already fires at around 2-3 bullets per second... how fast and for how long would you be firing for something like the survival challenge, if you were pressing faster than that? :eek: And even more importantly, how would your finger feel afterwards? Mine already starts to ache a bit if I spend too much time with the paint gun for too long, like playing through all the MGS levels in one hit. :blush: | 2008-12-27 02:42:00 Author: Elbee23 Posts: 1280 |
I reckon you're being a teeny bit too picky... And besides, it would take more energy pressing the key combination that it would to hold something And if your jumping from swinging sponge to swinging sponge it might be a bit awkward as you're flying through the air, mashing the controller in a panic to get the lock in time.. | 2008-12-27 20:10:00 Author: Pinchanzee Posts: 805 |
As far as the paintballing is concerned, tapping is far more effective (and in fact neccessary for that achievement where you have to fire off 40 paintballs in 5 seconds. It is possible, but only when you're tapping like crazy). As for finger cramping, well, that's what the pause button is for. I don't really think an R1 lock is neccessary. I never usually hold onto the button long enough to neccessitate a lock for it. Swinging from sponge ball to sponge ball, it feels more natural to just flow through each swing, if you know what I mean. XD I guess I take a "parkour" approach to it: Just keep moving. | 2008-12-27 22:22:00 Author: ChazFox Posts: 132 |
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