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New crafting system way too convoluted on controller


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It would probably be a lot of work, but considering consoles are here to stay as much as the new crafting UI - perhaps Klei should invest in doing a controller overhaul.  I really didn't like playing with controller before because the crafting and inventory management were just atrocious.  They were difficult to navigate, and halted game play - possibly dangerously halting it since you can't pause multiplayer easily.  The fact is kb/m and controller are two different things, so how they interact with the game might need to be different too.

Mike mentioned radial menus.  While these aren't great for kb/m they are pretty good for controllers.  Inventory management could use the same thing, letting you assign using / equipping certain items to a radial slot.  Need to switch between cane and dark sword?  Have them each occupy a spot on the radial so you can quickly move between them on the fly.  Radials work well in tiers, so you could possibly have 8x8 depth of control with only 2 inputs.  Very efficient.

Also - they could bring some of this back to kb/m too - I'm sure a lot of people wouldn't mind an option for key bindings by item type instead of inventory slot.  Its functional as it is, but it would be great to say 1 is always cane, 2 is always dark sword, etc.  When 1 dark sword breaks the option would just equip the next dark sword in line.  Can still have it target inventory slots, so if you want to juggle some items like which weather pain / pan flute you're playing you can, but this would take a lot of the inventory micromanagement out and give us a smarter, more user friendly system.

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1 hour ago, Shosuko said:

 “They were difficult to navigate, and halted game play - possibly dangerously halting it since you can't pause multiplayer easily.  The fact is kb/m and controller are two different things, so how they interact with the game might need to be different too.”

“Mike mentioned radial menus.  While these aren't great for kb/m they are pretty good for controllers.  Inventory management could use the same thing, letting you assign using / equipping certain items to a radial slot.” Need to switch between cane and dark sword?  Have them each occupy a spot on the radial so you can quickly move between them on the fly. 

“Radials work well in tiers, so you could possibly have 8x8 depth of control with only 2 inputs.  Very efficient.”

 

Finally some constructive criticism that differentiates the two systems and voices a solution that controller players can benefit from. If Kb/m can take advantage of this QoL feature why can’t  a system be developed that makes it easier for controller players. An overhaul for controller players should definitely be considered.

 

Another thing that really needs to be addressed is the targeting for controller. With tools such as the weather-pain being really annoying to use on controller with no proper way of aiming it (the weather pain targets the closest enemy/object towards you on controller). Making for certain boss encounters to be really annoying such as, Ancient Fuelweaver and Crab King.
 

Either we need an overhaul to how the controller is implemented in the game, or allow for us to use keyboard in mouse to bypass these issues. 

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