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Not-clickable sliders, an issue?

clickable sliders analogue sticks sprint first person shooters

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#21 Tipzil

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Posted 09 January 2012 - 06:28 PM

same with Squish, i've never owned a console with clikable sticks
because i've only had Nintendo consoles :D
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#22 Auzzie Wingman

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Posted 09 January 2012 - 06:43 PM

Any particular reason why clickable sticks are necessary?

No seriously, how often are they used, and what do they do? Give me good examples.

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#23 MoH

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Posted 09 January 2012 - 07:18 PM

Any particular reason why clickable sticks are necessary?

No seriously, how often are they used, and what do they do? Give me good examples.


Well in many games now a days, the function the 'clickable' analogs serve as is to run/sprint rather than walk all the time.

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#24 Crackkat

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Posted 09 January 2012 - 10:17 PM

totally agree with this topic, and i like the picture u made, shall we all start begging on nintendo of america's twitter? i think we could reach them if we all at the same time ask for the same thing :D
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#25 Auzzie Wingman

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Posted 09 January 2012 - 10:18 PM

Well in many games now a days, the function the 'clickable' analogs serve as is to run/sprint rather than walk all the time.

Run functions can easily be substituted to action buttons. NEXT!

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#26 Deadly Virus

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Posted 09 January 2012 - 11:10 PM

Well the slide pads on the Wii U controller do seem to be visibly different than the 3DS's slide pads. They could easily be clickable, and I wouldn't be surprised if Nintendo made that change after all the people who've been concerned about it.

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#27 Crackkat

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Posted 09 January 2012 - 11:24 PM

Run functions can easily be substituted to action buttons. NEXT!


true but in some games there arent enought buttons to replace the clicksable sliders, eg, bf3, how would u sprint in it?
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#28 Auzzie Wingman

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Posted 09 January 2012 - 11:38 PM

Action Button - Whatever that one is. (It would be the button that also involves getting into vehicles and onto turrets).

Not to hard, and practical. Done it for 4 years in CoD

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#29 Sage

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Posted 09 January 2012 - 11:48 PM

Out side of fps's the only use I have seen for it are minor things that aren't needed, best use I have seen is camera reset that's about it.

Edited by Exile, 09 January 2012 - 11:59 PM.


#30 Auzzie Wingman

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Posted 09 January 2012 - 11:55 PM

Exactly. People are getting all worked up about non-clickable sliders, but for the most part, they aren't heavily used enough to say "It's inexcusable that the Wii U doesn't have them".

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#31 Sage

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Posted 10 January 2012 - 12:03 AM

If a developer holds out on making a game because there are no clickable analogs that's just shameful in my opinion. Several actions can be binded to one button as long as it doesn't interfere with what else is binded to it, not doing this is lazy. Clickable analogs are for convience that's it they aren't really needed.

#32 Arkhandar

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Posted 10 January 2012 - 01:55 PM

Clickable would ruin the Circle Pads. My PS3 controllers have the analogue sticks all cramped thanks to that. I hope Nintendo doesn't add them. Pressure sensitive bumpers (a la GameCube) on the other hand...
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#33 giggity3000

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Posted 10 January 2012 - 03:23 PM

Here's the way I see it:
Example - Call of Duty: Black Ops

Circle Stick 1: Forward/Back/Strafe
Circle Stick 2: Camera Control
L (That's the one at the very back): Aim
R: Shoot
ZL (On top): Primary Grenade
ZR: Secondary Grenade
Y: Reload
A: Action/Hold to run (Same as Wii Remote)
B: Pickup Weapon
X: Swap Weapon
D-Pad: Killstreaks/Equipment/Attachments
-: Scoreboard
+: Game Menu
Home: Wii U Menu
Swishing remote around like a madman: SLAAAAAAASH!


what about panic knife on CoD

Exactly. People are getting all worked up about non-clickable sliders, but for the most part, they aren't heavily used enough to say "It's inexcusable that the Wii U doesn't have them".


it is unexcusable for FPS & seeing that 3rd parties will flood it with FPS they have to get clickable sliders & Triggers for racing. the R3 clickable sliders are needed for panic knifes & i dont want to use motion/Screen gimmicks.

If a developer holds out on making a game because there are no clickable analogs that's just shameful in my opinion. Several actions can be binded to one button as long as it doesn't interfere with what else is binded to it, not doing this is lazy. Clickable analogs are for convience that's it they aren't really needed.


PANIC KNIFE (O_O) You need to react fast & reaching for A button is not as fast as clickable sliders, if steam is on wii u then cross platform gameplay is likely so how would Wii U users stand A chance against ultra fast clickable analogs or mouse clicks

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#34 MoH

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Posted 10 January 2012 - 04:40 PM

I could easily leave without clickable sticks, but it'd just be a nice perk if they happened to add it.

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#35 Gruff

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Posted 10 January 2012 - 04:55 PM

I have to agree with Azzie here. I don't see any real significance to having clickable sliders. Sure it is convenient, but the console can do without them. There are plenty of buttons on the controller, and a touch screen. Of course the excuse for the touch screen is it is too far in the middle of the controller for someone to push a virtual button on the screen, but really, is that hard to touch a button on the screen, or is it to far away for someone's poor wittle hands?

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#36 Andy

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Posted 05 February 2012 - 07:45 AM

I know this topic has been inactive for a while, but I had a bit of a brain storm. Couldn't they make the sliders "clickable" by placing a button on top of them? Think about it. You want to run in FPS, you press down on the slider, the button activates, giving the same effect as a clickable stick!
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#37 HaoSenVastForest

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Posted 05 February 2012 - 07:58 AM

Well just because you have sliders doesnt mean that they cant click! You can just make them extend out a little and then they will click! Also even if they dont click I dont see much of a problem.

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#38 Caius Casshern Sins

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Posted 05 February 2012 - 08:01 AM

I know this topic has been inactive for a while, but I had a bit of a brain storm. Couldn't they make the sliders "clickable" by placing a button on top of them? Think about it. You want to run in FPS, you press down on the slider, the button activates, giving the same effect as a clickable stick!

Andy, this was my idea from the start. I am glad you also thought of this to.
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#39 HaoSenVastForest

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Posted 05 February 2012 - 08:06 AM

D: EVEREHBODEH THINKING OF TEH SAME IDEA HERE! WE SENT TO NINTENDO IDEH!!!

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#40 neverwinteru

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Posted 05 February 2012 - 11:44 AM

Here's the way I see it:
Example - Call of Duty: Black Ops

Circle Stick 1: Forward/Back/Strafe
Circle Stick 2: Camera Control
L (That's the one at the very back): Aim
R: Shoot
ZL (On top): Primary Grenade
ZR: Secondary Grenade
Y: Reload
A: Action/Hold to run (Same as Wii Remote)
B: Pickup Weapon
X: Swap Weapon
D-Pad: Killstreaks/Equipment/Attachments
-: Scoreboard
+: Game Menu
Home: Wii U Menu
Swishing remote around like a madman: SLAAAAAAASH!


i just realized why this wont work and completly forgot why. there is no jump button assigned for the layout you just made





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