Camera control issues - a documented list

Camera control issues - a documented list

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Posted by: Baxuz.1943

Baxuz.1943

Intro

In this topic I will try to explain the problems that a large part of the GW2 community has with the camera and controls, reasons why they are an actual problem, and possible solutions.

A plea to the community

Before I begin, I’d like everyone who doesn’t have an issue with the current camera and controls to refrain from posting how they don’t have issues. That’s fine and I’m really happy that you can enjoy this otherwise great game. But dismissing the problem does not contribute to the discussion, since the problem is there, with its roots in the camera algorithm. If you don’t experience the problems present now, I assure you that you wouldn’t notice any changes if they were made later on, or if the camera behaved differently to start with. And that’s perfectly ok.

That being said, the cause of the problem, unless you have problems that would otherwise add to the current one, is not in the hardware / software / network latency. So please, don’t advise people to buy a new computer / mouse, reinstall drivers / game or get a faster connection. It has nothing to do with any of those, and you will end up sounding arrogant and foolish.
So now that we have that covered, let’s get busy.

The issues

If you stuck with me so far, you probably experienced some of the effects that the current camera has. Some may say that the camera is slow, or that it feels “floaty”. Some people experience dizziness while playing and some will just tell you that the camera feels “off”. These are all symptoms, and they are all real. But let’s get down to the causes:

1) Input lag

What exactly is input lag? It is the time required from the moment you made an input (mouse movement, key press, etc) to the moment that there is a visible change on the screen.
All LCD monitors have some input lag (response time + signal decoding), so in no circumstances will you have 1:1 movement. Video options such as triple buffering and vsync also add to the input lag. The problem with the current camera is that it introduces input lag on the camera controls. That means that there is a noticable delay between mouse movement and the camera response. This is probably not an issue in itself, but a consequence of the later issues such as smoothing and inertia.

[EDIT: 6.9.]
After a lot of testing in different areas, I came to the conclusion that the camera input lag is tied to the game performance. In the Hall Of Monuments, where I can push 60 fps on any settings, the game does not feature input lag. The problems defined later on are still present, but the camera responds instantly if using vsync with a framerate cap, or if not using vsync at all.
That would suggest that the mouse input processing has lower priority than other processes at the time, which would also explain the unexpected lockups and variable speed. If you take into consideration the big FPS drops the game currently has when turning the camera, it’s probably an optimization issue.

2) Negative acceleration

Mouse acceleration is a relic from the times when we had low DPI mice. It can be turned off for the OS (not the game) in the mouse options, under the cryptic name “Enhance pointer precision”, which will also remove cursor snapping to x/y coordinates (toggling this option in Windows will not affect the game, only the OS).
So, how exactly does mouse acceleration work?
If you move your mouse exactly from point a to point b on your mat and back, you would expect the ingame camera / cursor to come back to the same place. Mouse acceleration works by modifying the distance travelled according to the speed of the mouse movement. So if you moved your mouse a -> b slow, and b -> a fast, even though the distances are the same, the camera wouldn’t end up in the same place.

We have positive and negative acceleration. Positive acceleration increases the distance travelled with speed, while negative acceleration decreases the distance travelled.
This game seems to feature negative mouse acceleration which is most noticable while trying to do a 180° turn. If you twitch your mouse fast enough, you won’t cover the same angle as if you did a slower turn.

3) Smoothing

Another relic from the past. DPI is an abbreviation for Dots Per Inch. Or you could say Pixels Per Inch. That means that if you have a 1000 DPI mouse, you would move your cursor 1000 pixels in 1 inch. In the past, mice had lower DPI so the mouse moved more than 1 pixel per reported dot. That means it skipped some pixels. To make the movement appear smoother, some games introduced mouse smoothing (UT99 pioneered it) which interpolated the movement, adding the missing positions in between.
However, what interpolation did was introduce input lag, since it needed to capture the first few frames to smooth them out, and prediction, to predict where the game thinks you would move the mouse next. You can already see why this is a bad idea.

Camera control issues – a documented list
No longer blowing up stuff up on Gandara [CM] :(

(edited by Baxuz.1943)

Camera control issues - a documented list

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Posted by: Baxuz.1943

Baxuz.1943

4) Inertia / easing

This is the bad part. Most of you have experienced inertial scrolling on your smartphones. You flick to scroll, and the screen keeps on scrolling. The same method is applied here, but with an added negative, since the camera requires some time to accelerate as it starts slow.
This is bad because the camera doesn’t start moving when you move the mouse, nor does it stop moving when you stop moving your mouse. This makes camera facing really frustrating, and is especcialy bad in jumping puzzles and PvP when you are trying to make fast, precise turns, since you will almost always need to reposition the camera multiple times after the initial movement.

Try playing with the effect duration on this page. Try easeInOutCubic with a duration of 1000 ms and 200 ms. That’s an approximation of how the camera easing works in GW2 with regards to the camera speed slider. Here is another example of how the camera behaves in regards to mouse movement: cursor following menu.
What we need is 0 ms of easing, that is, an instant response.

In my opinion, this is the primary reason why the controls aren’t as responsive as they should be. Depending on your playstyle, you need to put in the same effort to fight the camera as you would to fight your opponents.

5) A physical camera presence in the world that even gets stuck on terrain

You might have noticed that your camera bumps into stuff. A lot. And that it drags behind your character. That’s because the camera presence in the world is too… present.
You will often experience erratic zooming in when there is an obstacle near the camera, or even a camera stuck in a position while your character continues out of the shot (Try jumping over the Asuran Chess in Metrica).

6) Zooming / snapping / bouncing

A side – effect of too much physical camera presence. When climbing up/down stairs, or panning the camera in a narrow space or a one with columns, the camera keeps on zooming in and out in a very nauseating way.
If you hit just the right spot (which is often for me) the camera will keep on bounce zooming in and out until you correct it. Very irritating.

7) Narrow FoV

Now we come to the part why everyone is complaining that they don’t see enough and the main cause of the nausea. To put it simple, the field of view is a degree of vision which is rendered in front of you. The default one is very narrow and people try to compensate that with zooming out, leading to more camera / terrain collision, and asking for more zooming out.

The FoV is tied to the focal length of the camera. To explain it better, here’s a nice example. Your character is the red bottle in this picture. Notice how the distance to your character hasn’t changed, while at the same time you see a lot more of the surroundings. The distortion effect is less pronounced on widescreen images.

The game features a dynamic FoV which can be modified with the screen aspect ratio. Here are some screenshots I made with a very close camera, but with different FoVs:

  1. A regular 16:10 (1650×1080) screenshot
  2. A windowed mode at 1650 × 736 – wider FoV
  3. 1650 × 588 – even wider FoV
  4. How much one needs to zoom out to have the same vision as #3

When you compare #1 with #3, the difference is more than obvious. And in a real implementation, you would see more in the vertical axis as well. Notice that I have decreased the height by almost 50%, while retaining almost 100% of the scenery height-wise.

As you can see, you don’t really want a camera that’s further away. You want a larger field of view which should also increase on the y axis (height), which is currently not the case. Also, this fixes almost all of the nauseating feeling I had while playing.

Camera control issues – a documented list
No longer blowing up stuff up on Gandara [CM] :(

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Posted by: Baxuz.1943

Baxuz.1943

8) Camera positioning

Try playing in a squished window (greater FoV), zoomed in over the shoulder. It’s an awesome experience, which would be even better if the game featured a true over-the-shoulder camera, perhaps even a dynamic one like the one that is featured in UT3 engine 3rd person games such as Mass Effect, Gears of War, Arkham City and War for Cybertron. There is already a dynamic camera present during boss fights, but it’s not really that good.
Anyone who has played, for instance Arkham City knows that you have excellent situational awareness and control in all the available camera modes:

  • over the shoulder (walking)
  • centered (running)
  • centered with increased FoV (gliding)
  • 1st person (airducts)
  • zoomed out (group combat)

That said the camera is lacking in this department in GW2. The first person PoV is a must for this game, since the game already zooms into 1st person when you have your back against a wall. The implementation however is not good, and very disorienting, especially while in indoor jumping puzzles. An alternative camera for when you have your back against a wall could be a true over-the shoulder camera previously explained. Norns often collide with ceilings, and the Asura have grass blade problems.

The camera positioning simply needs an all – around polishing to make it feel better.

9) Lockups / erratic movement / other

This is not something that is intended like the previous examples, but simply bugs that need to be fixed. The camera will often lock up, or move really slowly. Sometimes it might even spazz out and you end up looking in a completely different direction. Combine that with the zooming and you have a very disorienting experience.

There are also other numerous camera bugs which can’t be categorized easily, such as camera zooming with Asura jumping on platforms, first person view lockups when near walls, not being able to turn with the RMB, etc.

There are videos out there that demonstrate these problems:

Even though the problem has been fixed in my case for the previous 2 videos, people are still commenting that the problem is present for them.

Why this matters

A lot of people have been commenting on how the camera and controls don’t feel good ever since BWE1. There have been numerous well documented reports on the official forums, GW2 guru, reddit, Twitter, email and support tickets. Clearly people are not just imagining things.

No matter how great everything else is, the potential fun is directly proportional to your ability to control your character. And tight, precise and responsive controls are the first and foremost thing a competitive game needs.

ArenaNet has stated multiple times that they intend for GW2 to become an e-sport. If the current camera implementation remains, they’re in for a rough surprise.
There is no way that a camera that doesn’t show you what you want to see, that doesn’t respond when you want it to, and that ocasionally stops working will allow a professional player to demonstrate his skill, apart from the skill required to tame the controls.

While there are options in the game that affect the camera motion, such as the camera speed slider, free camera toggle and the keybinding to turn 180°, they don’t actually fix the underlying problems, even if they may somewhat alleviate them.

What can be done about it

I believe that ArenaNet has far more pressing issues than camera controls, such as getting the game to work. That said, for a game that focuses around action oriented combat, positional and surrounding awareness, competitive PvP and jumping puzzles, this is not acceptable as a permanent solution.

As we have seen gamepad buttons in the .dat file and it has been confirmed that the game was being also developed for consoles at some point, it is also possible that they are using some hybrid gamepad / mouse camera algorithm, possibly even 3rd party. That would explain a lot, since the game often does feel like a bad console port, even if the idea was dropped at some stage of development.
That may suggest that the camera algorithm may have to be completely reworked, but hopefully I am wrong.

Camera control issues – a documented list
No longer blowing up stuff up on Gandara [CM] :(

(edited by Baxuz.1943)

Camera control issues - a documented list

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Posted by: Baxuz.1943

Baxuz.1943

Thanks for reading

So, thanks for taking the time and patience to read this, geting to know the problem inside out, and what to look for. Hopefully this will be fixed soon. Cheers!

Camera control issues – a documented list
No longer blowing up stuff up on Gandara [CM] :(

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Posted by: Apotheosize.4293

Apotheosize.4293

Id also like to add:

Zooming in and out with the mouse wheel doesnt work when moving the camera with the mouse. However using Page Up/Page Down(KB bind for zoom) still works.

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Posted by: Noctred.6732

Noctred.6732

Agreed on all counts.

The inertia and maccel are especially problematic; the other issues less so (for me) – though still problematic.

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Posted by: Max Lexandre.6279

Max Lexandre.6279

I agree, the camera can be hugely frustrating in some areas or situations and I must manage to get camera right and play at the same time. It drives me crazy in some Jumping Puzzles.

I’m The Best in Everything.
Asura thing.

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Posted by: Tyestor.7028

Tyestor.7028

Excellent post Punio =)

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Posted by: Shaileya.7063

Shaileya.7063

90% of some of the jumping puzzles I find myself fighting the camera, not the jumps. Sometimes you get into a spot where seeing anything but a wall, or the floor requires you to move around to unstick the camera so badly that you fall off the ledge, which can be fatal. Thank you for this detailed post about the problems.

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Posted by: Alexander Quess.1932

Alexander Quess.1932

Is anyone else playing on 3D surround resolutions? (I’m @ 5960×1080)
I have major problems with camera jitters and camera getting stuck.
Camera also has an annoying tendency to bump into object you should be able to see through like Rope Bridges forcing the camera right into the back of the player and the only way to see anything is if you switch to a top down view.
This also happens when I’m “downed” and I cannot see anything!
It is a real shame too, this has prevented me form getting a real good view of the amazing detailed world.

NOTE
3D surround resolutions is “almost” perfect, aside form the issues above!

-Vistas work great, but only the main screen fades to white.
-Cut Scenes displays a black box around main screen but not around secondary screens, but I don’t see the need for the box anyway.
-Chat Scenes are really messed up however. Background only displays in main, and that is perfectly fine, but there is a black box around main screen and characters are stretched across all screens.
-UI works great, no real bugs however, chat is small and way to the left and map is stuck on main screen. Would love to be able to relocate and re size chat and map. You can do it already to an extent but doesn’t work right in 3D surround too well.

As soon as the rest of the forums come up I plan on making a 3D surround thread because this game looks AMAZING in 3D surround and would like to hear some of your experiences.

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Posted by: AmusingMoniker.3560

AmusingMoniker.3560

Thank You for quantifying this issue in an easy to understand manner, it was a great read. I will try changing a few settings to see if I can eek out better performance from my camera but I do hope Arenanet will continue work on this aspect of the game for a permanent solution.

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Posted by: ConfusedDave.4271

ConfusedDave.4271

Nice post.

The main issue for me is the way that the camera zooms madly in and out all the time. As far as I can tell the system draws an imaginary line back from the middle of your character to where the camera should be. If it comes across anything it thinks is solid along that line then it moves the camera towards the character until it’s in front of the object.

The problem is that pretty much everything in the game counts as a solid object except for small plants and underwater weeds. So if you have a fence which is 90% see-through with a few posts, the camera keeps trying to zoom in when you go past all the posts.

What it needs to do is to ignore these objects and just let them pass between the camera and the character. We don’t need to be able to see our character 100% of the time. As it is sometimes you can get yourself in a position where you just can’t look around, or even up in the air properly without finding your view an inch from your character’s head.

I don’t remember the problem being quite so bad in Beta, so not sure if they’ve changed something, but it seriously needs sorting out.

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Posted by: Ibsen.4057

Ibsen.4057

+1 For Great Justice

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Posted by: Imortica.2197

Imortica.2197

All of your points are correct, specifically the FoV. I don’t experience nausea but I have friends that do, however I do get headaches from it.
The camera positioning makes me feel like I am always looking down at the ground and having my character centered in the middle of the screen feels extremely unnatural especially when paired with the tiny FoV.
ArenaNet you have created such a beautiful world but what the player sees with the camera angle is about 70% ground and we miss so much of the horizon and sky. Moving the camera to look up causes it to collide with the ground even when zoomed in.This can easily be fixed just by adding another slider that lets you vertically position the camera/character similar to the left/right character positioning.

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Posted by: timmyf.1490

timmyf.1490

This is an amazing summary. I can say that my girlfriend often becomes ill when playing the game and has to quit. And she’s certainly not new to gaming. Hopefully ArenaNet can help us out with this one once the most-pressing issues are ironed out.

Karaoke – Guild Leader – [MEGA] Super Mega Happy Fun Time
www.getunicorned.com / northernshiverpeaks.org

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Posted by: jkw.9413

jkw.9413

After playing World of Warcraft for 7 years with Max Camera Distsance the furthest away and always max scrolled out this game makes me feel a bit claustrophobic.

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Posted by: bcbully.7289

bcbully.7289

Anet I implore you to look at this closely. There will be no Esport pvp if this mouse movement issue is not squared away.

Sometimes (always at the wrong time) while holding RMB down and sliding your mouse to turn, your character does not turn.

The best way I can simulate this is by standing in place holding RMB down then sliding the mouse across my pad left to right rapidly. It’s almost as if it slips.

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Posted by: Asinausk.1382

Asinausk.1382

I completely agree with everything, especially the nauseatingly narrow FOV, all the smoothing, easing and acceleration.

People who don’t have a problem with these things simply don’t know any better. If the FOV was wider and the controls were crisp they would never go back to the way it is now.

Please, please, please ArenaNet! Please fix these!

I never get how such a great game that costs so much time, money, energy and talent to create can be allowed to be marred be things like these.

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Posted by: Isende.2607

Isende.2607

must say i’ve experienced all of this, and it’s especially hard on some of the vistas/jumping puzzles when you’re a norn. additionally, my camera got stuck inside bolt launchers today when i was destroying them; i’ve had that happen repeatedly on items i’m destroying for heart quests, or just to stay alive. i have to move my mouse all over the place, jump, and use movement keys to try and get it unstuck, because of the way it zooms.

further, i’ll reiterate what folk have said: you have created a MAGNIFICENT world. inside caves, often, we can look up and see openings, with water pouring down, or the sky shining through. however, the physical manipulation required to view these things is … fun? that’s one word for it.

last, but not least — i DO have issues with the fov. i’ve dealt with similar issues for years, but i know that gw1 did NOT have the same level of these issues. also, not being able to zoom in to first-person for purposes of taking screenshots (i want my friends to join me, so i snap pics of as much of this world as i can!) is really problematic.

anet, THANK you so much for this brilliant game. when you can, please help us enjoy it a bit more!

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Posted by: Animosity.5231

Animosity.5231

Well, this explains the headaches I’ve been getting while I play. I get headaches often enough that I just assumed they were my usual ones, but I notice I get them after about 30 minutes on GW2.

I really hate the camera inertia.

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Posted by: Tyestor.7028

Tyestor.7028

To the top. More people need to see this. Specifically Arenanet.

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Posted by: bcbully.7289

bcbully.7289

They changed something.

Now when holding down just RMB and sliding you mouse across you pad as you would to turn, you know longer turn lol. You know need to be moving in order to turn, either with “W” or LMB. Holding only RMB does a slight pan in/out type thing.

I don’t really have a problem (after only 4 hours of play in non tourny play) with this. It seems to have fixed the mouse movent/camera studdering problem. I guess you could say they decoupled the two.

Wtb patch notes Big time move though. Movement seems much smoother.

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Posted by: Melana.8345

Melana.8345

I agree with all of the points you made – but there’s an additional point I’d like to add that is related.

The “bright flash” of screen to white at the beginning/end of the vista views – occurring right after the camera has just spazzed out while jumping to get to those vistas – is acting as a trigger (“straw that broke the camel’s back” type). With the camera issues – particularly bounces off walls or walking up those square tower stairs with the camera zooming in and out on the stair railings all the way up – by the time the vista is reached the player is already feeling a little off. We’ve had a couple of guild members that then responded to the vista “white flash” with vomiting or migraines and just had to stop playing (for the day).

I’d add the request to please provide the option to go dark/black rather than bright/white on those vistas, because they are physically painful in their current iteration – particularly in combination with the camera issues to get to them.

Despaired Ranger: Crafted The Dreamer, lost range, lost GS condi damage for synergy.
Pet AI awful. Sword root+Aussie latency unmanagable. Lost playstyle, lost legendary, given up.
Mell: 80 Asura Guardian (+7 other 80s) | Aus Serenity [AUS] | Jade Quarry

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Posted by: Logie.6895

Logie.6895

I also get annoyed at the slow mouse movement, never have i had to keep pulling the mouse accross my mat to try and move around!

Its annoing while exploring when your near hills/cliffs and the camera get stuck or zoom right in to you and starts twitching.

Being the small race, if you run under stuff like fences etc, when you touch them it zoom right in.

Also be nice to be able to zoom out a bit more

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Posted by: Maal.8674

Maal.8674

I got a slighty related issue.
With an asura/human/sylvari, if you fully zoom, you see your whole character. It cover most of the screen (verticaly) and is great for screenshots.

With a norn and charr (not sure for charr), fully zooming in hide everything bellow the belt, the head being in the center of the screen and not the top, in battle stance the head is 2/5 from the bottom of the screen, most the body is hidden. Zooming out doesn’t help, as the head stay centered there is a huge empty area over it.

We have a X axie position slider, i would really like an Y one to balance that out.
Example screenshots: http://i45.tinypic.com/amy3o0.png

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Posted by: rhodoc.2381

rhodoc.2381

+1 for every single letter you wrote there. I did address most of those issues everywhere i could. And what you did is unignorable. Let’s see what will come after this.

[VcY] Velocity – Gargamell

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Posted by: oli.4786

oli.4786

Very good points there, I agree with most of them. Field of view especially I would like to be able to change (I like the FOV during world events!). The camera smoothing etc I do not mind (I maybe even like it…) since it feels the same as GW1 and I’m just used to it, but I’m sure going to something closer to 1:1 would be very nice too.

Biggest thing is the camera getting stuck on stuff though. My god it is annoying. All level props need to not collide with the camera, that would solve a lot. That way if you rotated your camera around a tree, it would go around it and the tree would go between player and camera rather than zooming in stupidly. A lot of games work that way and it’s much nicer. You can then make the props transparent if obscuring player if that becomes an issue.

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Posted by: haderach.2410

haderach.2410

Very detailed and I have experienced all of the issues; athough the only ones I think are actually aggravating and really disorienting are issues 5, 6, 7, and 9. I’ve never liked over the shoulder cameras like in Arkahm City or Mass Effect 3.

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Posted by: navity.9234

navity.9234

+1
To everything.
I have looked multiple times in the menu to try to change at least some of these issues. My main ones however are the mouse smoothing and the Camera FoV.

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Posted by: Dalden.6510

Dalden.6510

I just want to add my support as well. The camera implementation is very annoying, especially this point:

5) A physical camera presence in the world that even gets stuck on terrain

Playing an Asura my camera gets stuck on the silliest things. Outdoors the camera is fine, but when you go indoors or walk close to a wall, that’s when it goes haywire. There is a spot inside bank in the human city where the camera gets so confused it starts bouncing around without you even touching the mouse.

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Posted by: Baxuz.1943

Baxuz.1943

Thanks guys for all the support. As of late, I began noticing another issue, that the camera experiences sudden slowdowns while rotating at a constant speed.
Might be related to the FPS drops.

Camera control issues – a documented list
No longer blowing up stuff up on Gandara [CM] :(

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Posted by: drguild.2045

drguild.2045

As of this morning mouse pan is no longer working properly.

I right click then it drops out of mouse lock after less then 5 seconds.

I have confirmed this by rclicking and then just moving alittle and waiting for the dropout.

This is hugely frustrating that I can no longer look around or play like this.

Weather its a wired/wireless mouse makes no difference as I have a dyuel mouse which has been working fine with camera mouselook until today.

Good documentation on other mouse/camera issues above

I have sent a support ticket in about the mouse dropping out of mouselook as Guildwars 1 is fine as the game is not really playable for me with the issue in this post.

(edited by drguild.2045)

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Posted by: Travleer.6301

Travleer.6301

Amazing post. I completely agree..

FoV needs improving, and camera “bouncing” and collision drives me nuts. Some of the jumping puzzles are made several magnitudes more difficult due to camera wonkiness.

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Posted by: kelman.9451

kelman.9451

I agree, I have issues with my little guy on the top of keeps in world pvp. The camera keeps snapping back and forth as if there was something behind me when there isn’t. Hard to explain but I am sure others must have this problem as well. Only way to stop it is zoom my camera up close but then I can’t see below to target players attack the keep. It a pain especially with the short little guys who have to jump on top of the ledge in order to even target below because they are so short.

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Posted by: Issmir.6852

Issmir.6852

Excellent list. The issue I’m seeing the most is the physical camera – it’s making some of the jumping puzzles nigh undoable as a char, particularly those in confined spaces or certain areas of the PVP jumping puzzles. I’m having to make a lot of jumps based on what I think might be happening.

Which is odd, because that only seemed to start happening last week. I don’t believe that I had that issue in beta. (Of course, I MIGHT have and simply been lucky enough never to actually trigger it)

Edit: I realize Arenanet doesn’t want to include a first person camera, but it might help alleviate some of these issues.

Issmir Spinebreaker – Order of the Fool, Crystal Desert

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Posted by: Kungkonung.6758

Kungkonung.6758

Best post ever. The camera system as it is now is subpar – it needs fixing.

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Posted by: Jiminimokna.1270

Jiminimokna.1270

Nice post, I agree with most of it, especially FOV, which on a PC game should never be an issue. The camera control when doing indoor jumping puzzle (Lions Arch water tunnel plank for example) is also important.

Go Rin No Sho – Gandara EU
PvE, PvP, WvWvW
www.gorinnosho.com

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Posted by: AlienMagi.7102

AlienMagi.7102

Probably too long of a list, but I’d really like to see camera positioning customisation and FOV choices.

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Posted by: Samf.5423

Samf.5423

I find myself zooming in rather close to my character during gameplay. I really like being up front in a fight, not looking down on the battlefield from above. So yes, an over-the-shoulder camera option would be totally awesome! You have so many amazing points, so I wonder if you’ve thought about this one.

I don’t know if you’d played a game like Vindictus where the camera automatically moves to wherever your mouse is. That’s actually how play GW2. This means I am constantly holding down the right mouse button just to get the same effect- so wherever I move my mouse, that’s where my camera goes. I don’t rely on left-clicking in this game, so I can afford to play like this. All my skills are bound in convenient places, and I have learned to work with the auto-targeting feature to be in my favor.

But I wish I didn’t have to constantly hold down the right mouse button just to play this way. If they ever did get this far, adding some kind of a crosshair in the middle, or a dot, so I could aim AoE spells better would be super neat.

ANet does have more pressing matters to focus on, but sometime down the line it would be nice if they could reviewe the camera to make it more friendly for people like us! +1

Veera Whisperveil, Charr, Engineer, 23
Ronya Owlskin, Norn, Ranger, 23

Camera control issues - a documented list

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Posted by: Flim.4608

Flim.4608

My primary complaint with the camera is its positioning during the Downed state.

While Downed, camera rotation appears to be centered on your left buttock … meaning that the slightest bump in terrain beside/underneath your character sends the camera into either dizzying vertical spins or ridiculous closeups of your groin. (It’s particularly annoying if you have downed abilities that rely on gtAE targets or any kind of timing.)

Can we not just get the camera centered on the character’s head, as would seem to make sense?

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Posted by: coffeemancer.2450

coffeemancer.2450

Thanks for these posts… Camera control and functionality is absolutely core to any game, and needs to be done right.

I’m not much of a tech buff, so the only real problems I noticed are missing camera features from the first game – INCREDIBLY annoying not to have these anymore;

1) no first-person view as you said.
2) smooth zoom by holding down MouseWheel

Video games have title screens. Please give us back the GW2 title screen.

Camera control issues - a documented list

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Posted by: Tennn.5498

Tennn.5498

+1 thank you so much for bringing attention to this very urgent matter.

Camera control issues - a documented list

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Posted by: drguild.2045

drguild.2045

after a while my mouse movement started to work so updated support to reflect that I think its a issue in network traffic in peaktimes when guildwars is under load with dropping the input for abit, as only guildwars 2 was affected.

Ill keep a eye on it.

Camera control issues - a documented list

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Posted by: Delak.1064

Delak.1064

Very detailed overview of current camera issues, I fully agree with what you’ve stated and believe that ArenaNet should take a look at this.

Camera control issues - a documented list

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Posted by: Segundus.2984

Segundus.2984

+10000000000

Thank you, OP, for taking the time to put these strange and frustrating issues into well thought-out words. I am having ALL of these issues, and the first day I played the game almost kept me from coming back. When I saw all the visual issues, camera issues, and mouse issues I was like “This game sucks!” and logged off. I am so happy I gave it another chance, because the game is amazing. It would be perfect if these issues were resolved.

But that is how frustrating they are! The game is AMAZING, but these issues make my “quality of life” inside the game so aggravating that sometimes I just log off out of anger and frustration. I play on triple monitors too (3840×1024) and the cutscenes make me sad because I can’t enjoy them when my Norn’s chest area takes up the entire screen. I can’t see anyones faces or legs in the cutscenes because its like zoomed in too far.

I also have to play with VSYNC enabled otherwise I get massive clipping, tearing, and what appears to be other windows flashing on top of other windows, almost like they are all trying to take focus at the same time. Of course playing with VSYNC on kills my framerate, and I have dual ATI Radeon 6950 cards which plays the game at 120fps when its disabled.

Please take these issues very seriously ArenaNet, because they are bigtime when it comes to quality of life while playing. You need to be able to control and see your character properly, since that is the majority of your focus throughout your gameplay sessions. Sooner or later these issues will get the best of a lot of players and cause them to quit. But a game this amazing deserves a chance to get them resolved.

Camera control issues - a documented list

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Posted by: Tennn.5498

Tennn.5498

+10000000000

Thank you, OP, for taking the time to put these strange and frustrating issues into well thought-out words. I am having ALL of these issues, and the first day I played the game almost kept me from coming back. When I saw all the visual issues, camera issues, and mouse issues I was like “This game sucks!” and logged off. I am so happy I gave it another chance, because the game is amazing. It would be perfect if these issues were resolved.
.

This. ArenaNet please know that ALOT of people feel exactly like this and they are the people you can win/loose right now with/without action

Camera control issues - a documented list

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Posted by: Roalk.1032

Roalk.1032

My only issue with the game is camera smoothing, acceleration. This feels terrible.
Worst idea ever.
Hopefully Anet will give us an option to disable!

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Posted by: Derpinator.2894

Derpinator.2894

omg yes! +1

I thought it was just me. Spot on. Every word. I built a new computer just to experience these new games (and this one is ASTONISHINGLY BEAUTIFUL) but every time I get “jammed” into a corner, or can’t find a way to see with any decent perspective how far away the next ledge is in a jumping puzzle, or just get some weird blockage/refusal of the camera when in pvp or a fast-paced boss fight, I seriously just want to rage quit.

Awesome post. Thanks for the info and bringing real detail and knowledge about the issue.

Camera control issues - a documented list

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Posted by: Power.2957

Power.2957

Can we please get first person POV? I’m so tired of my character being in the way when I want to see something -_-

Also the camera is super annoying when you’re dead / downed as well.

“Power is like the illuminati of Guild Wars.” -Loshon

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Posted by: prabab.9352

prabab.9352

At the moment it’s hard to understand any of the decisions behind the camera.

At furthest zoom out you can see mostly ground, at nearest zoom in you can see nothing but your character’s back. It’s like if they couldn’t decide if they want an “action-type” camera (then give me a wider FOV, because I can’t see a thing when the camera is near my character!) or “wow-type” camera with a character in the middle of the screen (then give me an ability to zoom out to the level when this backward kind of camera placement is acceptable).

In some interviews ArenaNet stated, that they want players to focus on what’s going in front of them, that they don’t want anything to stand between the player and the world. The thing is, that with this camerawork only thing you can focus on is your character.

Yes, it’s that bad. Admit it. Even trying to look around and admire the environment is a fight with the camera placement and in lots of cases it’s impossible to see what’s going on out there, not matter how hard you try.

Camera needs a major redesign and it’s not “something worth doing”, but a crucial issue, especially if they want to market this thing to professional players.

(edited by prabab.9352)