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Resident Evil: Village Resident Evil Village Controller Deadzones and Options Requests

EternalDahaka

Well-Known Member
Hello everyone. I tested the deadzones during the pre-release demo and want to share them here and request some options.


DQ09LVp.png

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Video Demonstration

I'll be explaining everything here so watching the video isn't necessary.

Unsurprisingly, the deadzone is the same as RE7's, and carries the same issues. Village isn't really worse than most RE games before it, but there are some changes that would greatly improve the controller experience.

DEADZONE SIZE/SLIDER​

Both movement and aiming use ~31% deadzones. This is pretty common for RE titles, but are very large and make especially aiming feel less responsive and makes accurate adjustments more difficult.

A slider would address this, ideally ranging from 0 to 30%, though higher is useful for players with heavily worn sticks that may need it.

DEADZONE SHAPE​

The deadzone is a rounded square, which is commonly the combination of a radial deadzone laid on top of an axial deadzone. This shape makes it so exiting the deadzone diagonally and getting the same acceleration as cardinals requires more input on the stick.

Even more importantly, the axial deadzone causes huge portions of the stick's diagonals to be locked into cardinal movement, both making diagonal movements wrong, and movements more clunky.

This would be much better if just a radial deadzone was used, and all this should take is simply setting the axial deadzone to 0, and just using the radial deadzone. This would make exiting the deadzone consistent on any angle, and would offer full/correct diagonal movement.

For those that might like to keep the current shape, both axial and radial deadzones could be offered for players to set both the size and shape to their preference. That would bloat options up a bit if sliders for both movement and the camera were offered, but would cover everyone's preference.

HIGHER SENSITIVITY CAP​

The sensitivity cap is pretty modest compared to most games, and can feel pretty sluggish. With the current acceleration curve, even on max sensitivity most movements can feel sluggish. Bumping this from the current 9 to 15 or even 20 would address this.

ACCELERATION CURVE SLIDER​

The acceleration curve currently used startes the turn speed very slow, and steeps up rapidly at the end of stick movement. It is decent for forcing precision, but depending on player preference and sensitivity can feel awkward. It's not clear what kind of curve the game uses, but using a power function and giving players control over the degree would give players a ton of control over the games. A slider from linear(x1) to quadratic(x2) would be great.

TL;DR​

  • Deadzone size sliders. Perhaps separate
  • Higher sensitivity cap. Raise to 15 or 20.
  • Acceleration curve slider. Linear to quadratic.
This is an interactive graph demonstrating how these options would change things:

https://www.desmos.com/calculator/uejch4xaji

The sliders on that graph are set up to offer 10 increments, to match the 0-9 options currently used. More granular options would always be nice, but that's plenty to make a huge difference.

This is a bit to ask for, especially for a slower-paced game, but would greatly improve the quality of controller gameplay. Mercenaries definitely would benefit from this. Players familiar with other titles with these options might know the difference they can make, and that's ideally what we'd like to see here.

Unrelated, and others have commented on it, but I'll double up and request FOV options too. They might have some performance reasons to not add them on consoles, a simple warning will take care of that risk for players. We don't need anything crazy either, just maybe the options to set 90, even if higher would also be nice.

Thanks for reading, and hopefully RE8 might see some of these changes.
 

Rain611

You can't kill me.
Just curious, who are you making this request to? Not likely anyone associated with the game will see this. Here at least
 
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