Do people who invert their look up/down thumbstick controls also invert their mouselook?
I don't shoot rifles, but wouldn't the point of vertical rotation be at the shoulder, not your hand?you don't do that while aiming a riffle. if you want to change your aim along the x axis you move your upper body so that your sights are still down the barrel
I don't shoot rifles, but wouldn't the point of vertical rotation be at the shoulder, not your hand?
But then if you wanted to aim down, both of your hands would be moving downward as they're both on the same side of the axis.
I envy the people that can see the crosshair as a mouse cursor and just point and click on the heads of the enemies
This. My dad bought a PC and I played a lot of Descent and Flight Simulator, with a flight stick (my father was a Air Force pilot). So for so long pushing up was down and pushing down was up.Yeah it covers this in the article as well. I only put a few choice quotes in the OP
That's me too, I wonder why that is.
It drives me insane that inverting X isn't an option on so many games.I'd also invert x-axis, but a majority of games still don't allow it.
First line is already wrong, imho.
I don't know anyone who inverts upwards MOVEMENT. It's exclusively for camera controls (be it in 3rd or 1st Person), i.e. LOOKING.
I grew up with playing First Person space sims with a joystick. You pull back to make the plane / cockpit look up.
And honestly, pushing the stick "up" is a misnomer. When holding a controller, the controller is held mostly horizontally.
So people are pushing the stick FORWARD to look up or they're tilting it BACK.
And when you, in real life, wanna look up, you tilt your head BACK.
That's about the gist of it: "stick UP to point nose / eyes UP or stick BACK to tilt head BACK"
Both control schemes are perfectly legitimate, and i have no issue with non-inverted being the default, but it really grinds my gears how people are unwilling to at least understand that many people legitimately consider inverted the much more 'natural' way of controlling.
I live my life in first-person, and when I push my head forward, I look down. The same goes for my character's head - whether the game is first or third person. And the right stick is the head, in my brain.
If anything, I find non-inverted less immersive, because it feels like you're controlling an artificial viewport / window rather than part of your character's anatomy.
If you are old school and played during the 90s, you are used to playing inverted.
There are some 3rd person games with weird camera controls, like Zelda Twilight Princess and The Wind Waker where the Y axis isn't freely controlling the pitch the camera like it would in any other 3rd person shooter, but rather moves the camera closer to or further from your player character - like as if it's on a camera dolly.The last time we had this conversation on Era we came to some of the same conclusions. Older gamers tended to skew towards inverted, especially if they first tried to navigate a 3D space with games like X-Wing.
I am an inverter for any game where the camera is 1st person, either shooting or flying. 3rd person too, most of the time.
Oh did ocarina force us to use inverted y-axis for aiming? Well that explains how I got trained to invert, then.Non-inverted when using the right stick, but sometimes inverted when aiming uses the left stick. I think this is because I played a lot of Ocarina of Time as a kid, and it was invert of bust back then. But when I learned to play Halo and use dual-analog controls, my right thumb got acquainted with non-inverted controls and this has held true to this day.
I seen a great diagram for people who prefer inverted controls (I'm not one of those people) that explains how they associate it and now I can't find it
I've attempted to recreate it here using a head model I found on google
That is pretty much it for me. That feels natural to me.