Jump to content

Recommended Posts

While I love that we have new options for controllers, it would be nice if it was closer to how pc has it than what we have currently + some minor changes. 

Right now pc controller settings look like this: 
image.png.85be2115a613d8aafab2a9844da03e89.pngWith this set-up on pc, it currently allows for modifier 1 to be customized, but not camera control, inventory navigation, or aiming reticule.
The current playstation (and I assume xbox/switch) control scheme is this:

1000001745.jpg.d223cf31b597e9b072557ec9d79111e6.jpg197865d4ca621-screenshotUrl.jpg.5d4b16ec820077e456d89d38cde02610.jpgWith this set-up, the modifier button is not capable of being customized, and neither are the other buttons like on pc. 
I am wondering if it would be possible for consoles to get the ability to customize their modifier 1 button and for there to be at least 2 more types of controller layouts, being type 8 and type 9, that are reticule and inventory navigation, just like how there is inv nav/cam control and cam control/aiming reticule. Say for example type 8 would be something like this:DST_Controller_suggestion.JPG.9201cfb868e9b4970ac68af41df588c7.JPGWhere inventory is the R stick, aiming is L1+R, R1 acts as default (which moves camera view clockwise), but L1+R1 would move camera counter-clockwise, therefore allowing for inventory and aiming control to stay on the R stick and camera control to still be capable via R1. It would remove character commands from r1 but maybe L1+O could allow for character commands. It's hard to have so many controls with not enough buttons but I feel that this is a good potential solution that could work. Likely some things could potentially be different based on what you guys think would fit best for console, but this is just my idea/suggestion.
(Also side suggestion would be that structure placement could be tied to aiming reticule (for type 4-7 along with my idea for type 8 & 9) rather than just directly in front of the player, allowing for more freedom of structure placement that would be similar to mouse and keyboard.) (Another side suggestion: add back movement with social menu open. Not sure why it was removed since L doesn't do anything for it in the new update
Hopefully this all makes sense for you guys at Klei.

  • Like 1

Controller setup on PC seemed nice and allowed for personalization. It will required rewiring my brain to adapt but shows a lot of, potential.

I haven't tested on my ps5 yet, only on PC, but if it is like starman says, I don't really understand why can't we have the same on console? Please let us customize the buttons in the same manner, don't really see much sense in why would it be any different on console, it's the same game and same controller ....

I'll test it in a couple of hours and report back on my experience, but I suspect it will be the same as starman's.

I've just tested the new controls and it's even worse than I thought.

The controller already has several limitations, the worse being the lack os buttons, but with the new controller schemes we even loose buttons.

For example, L3 is wasted without any action. Personally I used it for target lock that now seems to be a gone possibility.

If you play a character without character wheel like Wortox you need the schemas to have the ability to aím but not only do you lose the L3 but also the R1 that has no use for non wheel characters and can't be remapped.

And how did we target lock now?????

Please Key, just make it just like with PC and let us just select the special key and character wheel key, that all. The rest is fine,

  • Developer

L3 does work for target locking as long as you have it enabled in the settings; the label is missing from the controller diagrams.
We will look at being able to change the modifier control in the future, controller mapping works differently behind the scenes on consoles

3 hours ago, CharlesB said:

L3 does work for target locking as long as you have it enabled in the settings; the label is missing from the controller diagrams.
We will look at being able to change the modifier control in the future, controller mapping works differently behind the scenes on consoles

Thank you Charles for the clarification and update. I will be looking forward for the next update.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...