Poll: Do you use Inverted Y-axis in FPS

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deadbeat503

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May 27, 2009
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I have noticed that in most first person shooters, there is an option for inverted y-axis controls (up is down and down is up) and I always wondered who would ever use this.
So, lets see...
 

ZeLunarian

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Mar 1, 2010
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I get why people feel that 'pulling back' can make you look up... But for me it's like trying to go left by pressing right
 

Meggiepants

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Jan 19, 2010
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First off, I like your avatar!

I think this is the default way games play in Japan (inverted)... I could be wrong on that, but that's what I thought.

I don't play that way, but my brother who played a lot of flight simulation games when he was younger does. It's weird to me, but to him it is more natural.
 

ProfessorLayton

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Nov 6, 2008
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No, and I should. It's backwards, I know, but when I first started out on FPS games I used standard. I just got used to it.
 

Signa

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I did on the n64 because I used to play a lot of flight sims then. When dual sticks became norm, I couldn't play FPS games anymore. Now that I've relearned how to use them I don't use inverted.
ZeLunarian said:
But for me it's like trying to go left by pressing right
Funny you should say that, because one of the problems I had with FPS games was letting my thumbs decide which way was left and right. I played several adventure games like Jak and Daxter which helped me get totally screwed up. In those third-person games, the right stick will move the camera in the direction you move the stick, resulting in seeing more of the land in the opposite direction! When playing a FPS, I found my thumbs getting confused from my legacy inverted style, and my third person camera controls. The result was never facing forward as I walked or walking in a straight line towards my target.
 

ZeLunarian

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Signa said:
I did on the n64 because I used to play a lot of flight sims then. When dual sticks became norm, I couldn't play FPS games anymore. Now that I've relearned how to use them I don't use inverted.
ZeLunarian said:
But for me it's like trying to go left by pressing right
Funny you should say that, because one of the problems I had with FPS games was letting my thumbs decide which way was left and right. I played several adventure games like Jak and Daxter which helped me get totally screwed up. In those third-person games, the right stick will move the camera in the direction you move the stick, resulting in seeing more of the land in the opposite direction! When playing a FPS, I found my thumbs getting confused from my legacy inverted style, and my third person camera controls. The result was never facing forward as I walked or walking in a straight line towards my target.
True. The camera controlls in some games are just like AAAAAAAAAHHHHH.... Or at least that's the best word i can muster to describe my opinion.
 

Treblaine

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Jul 25, 2008
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Milky_Fresh said:
No, never, I would rather die.
I would rather kill, eat and rape my entire local and extended family before castrating myself and putting a hot poker into the gaping wound that I had just created.
I would rather inject air bubbles into my bloodstream before curb-stomping my dog and learning all the words to What's My Age Again? by Blink 182.
Seriously.
OK, you just went TOO FAR with Blink 182... I need to sleep at night.

Yeah, their music is just about as disturbing as trying to look up only you look down, you try to look up more... BUT YOU JUST KEEP LOOKING DOWN MORE!!! Auuuurhg AAHHHHHH!!!!!

[/ :) ]
 

Omikron009

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I used to, but I don't anymore. I have a friend who plays modern warfare 2 with inverted and tactical controls, so whenever we take turns playing online I inevitably forget to switch the control layout and get killed once before I can change them.
 

Rahnzan

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Oct 13, 2008
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Well I'm not an airplane, so no. Right before the transition to the current industry standard I always wondered why all the movement wasn't on one joystick while the aiming was on the other. It was stupid and contrived and I'm glad it's gone. For that, I am incredibly thankful to Halo. As for the computer - I use the targeting reticle like a mouse pointer, inverting would be incredibly confusing and bad.
 

Treblaine

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ZeLunarian said:
I get why people feel that 'pulling back' can make you look up... But for me it's like trying to go left by pressing right
It makes sense in a plane concept, but don't think of it as "where do I want to look" but "what do I want the plane to do"

Imagine flying a plane, pulling BACK on the stick causes the plane to tilt BACK (and point up) titling Right on the plane controls doesn't directly turn to the plane right but causes the plane to tilt to the Right, with the down-force from the wings not going directly down it banks in the direction the plane is tilting (to point to the right).

It's just a coincidence that joystick to the right on a plane = move to the right, that's not what the Wright Brothers had in mind. Their idea was the joystick is a mini "avatar" of the plane, you want the plane to tilt in a direction, then tilt the controls in that direction.

Just remember, this layout of controls was standardised in 1903 when the Wright brothers flew the first heavier-than-air flying machine and made history. EVERY SINGLE PLANE from then on has been based on their comparatively simple design.

I think some super-secret modern fighter jets may alter it a bit but ultimately it is the same as old pilots don't like change so for generation after generation, from canvas and piano wire to titanium and supersonic jet engines... same basic control layout.

Though the way a modern fighter jet like an F-22 Raptor actually flies is so fundamentally different to how the Wright Flier was controlled... I'd say there is a good case for adopting "FPS" style controls. See the computer flies the plane, the pilot just points it where he wants it to go, he DOESN'T have direct control over the control edges.

But doubly so y-axis makes NO SENSE for any game with aiming a weapon.

If they are used to flight sims, they should not think "stick up = look down" they should think "stick up = plane TILT FORWARD" otherwise they are not TRULY into the flight sim, they aren't thinking about the plane properly.

Most imagine flying, as if you are Superman or something, as simple vectors.
Left Stick forward = shoot me straight forward,
left stick to side = straight to that side
right stick "that a way" = curve my trajectory "that a way", how much steepness depending on how much I push the stick.

Really, that is how a modern fighter jet could like it, it calculates the different direction of gravity, airflow and ground effect whether the jet is upside down or steeply climbing... it just needs to be simply told the vector it needs... not some input based on presumed flap control, interpret an intended vector from that, then run that through the algorithms to find an ideal flaps response.

So as you can tell, my hatred of "invert y axis" runs deep.