Jussatoon Posted May 30 Share Posted May 30 (edited) I know gameplay optimization isn't the primary focus of this beta, but like I said with the roadmap, I'm hoping that they're possible to do every now and then without waiting for a dedicated update for them, and since the Night Light received some love, I figured I may as well try my luck. Some of my suggestions are in reference to the mod below. It has a lot more features than what I list, but I'm specifically mentioning ones I feel can be reasonably squeezed in without too much work. https://steamcommunity.com/sharedfiles/filedetails/?id=3293693889 I'll be listening more suggestions as time goes on if I think of any more, and I'll notify when I do so. I don't expect every suggestion to be implemented at the same time, either. 1. Being able to target multiple entities at once. In vanilla, you can only target one entity at a time, even when there is no other action you can do to it but examine. With the mod, you are capable of targeting additional entities if they can be interacted with via a primary action, secondary, action, or attack. As a few examples, this could be useful for digging up a stump immediately after cutting a tree, digging up a mini-sign directly on top of a chest, and most recently in this very beta, climbing up the rope back to the Sanctum without only being able to target the Sealed Portal. 2. Holding the Modifier button allows you to force attack. To be more specific, friendly mobs, allies, walls/fences, and maybe certain neutral mobs like shadow creatures cannot be targeted by your attacks by default, but holding the Modifier button removes this restriction. 3. Being able to drop items into the sea. Simple: when near the ocean, at the very edge of land or a boat, deliberately dropping an item via the Drop Item button places it in the water; this doesn't happen near the cave void, of course. 4. Allowing the Modifier button to be used in rebinding actions. This isn't something the mod includes, but rather something I've wanted since the addition of the Modifier button. The potential it has is immense, but it's currently only limited to camera, inventory, and the aiming reticle, and only through preset controller schemes. I was hoping that we'd be able to use button combinations when rebinding actions. A developer long ago mentioned potentially revisiting this possibility one day, but I understand if now's not the time due to it being more resource intensive compared to the other suggestions. Edited June 2 by Jussatoon Added another suggestion 4 1 Link to comment https://forums.kleientertainment.com/forums/topic/171820-possible-controller-optimizations/ Share on other sites More sharing options...
Jussatoon Posted June 1 Author Share Posted June 1 Bump 1 Link to comment https://forums.kleientertainment.com/forums/topic/171820-possible-controller-optimizations/#findComment-1869468 Share on other sites More sharing options...
Gashzer Posted June 1 Share Posted June 1 I just hate hitting my own burning bernie when trying to help him out, end up getting slapped by his 50 damage recoil. I dont see why any friendly/neutral mob has an attack option to start with. For friendly/neutral mobs if you target them then the attack option should appear when no other hostile mobs are about. Im primarily a switch 2 DSTer now, controllers have improved a lot but still needs more. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171820-possible-controller-optimizations/#findComment-1869485 Share on other sites More sharing options...
Jussatoon Posted June 1 Author Share Posted June 1 16 minutes ago, Gashzer said: I just hate hitting my own burning bernie when trying to help him out, end up getting slapped by his 50 damage recoil. I dont see why any friendly/neutral mob has an attack option to start with. For friendly/neutral mobs if you target them then the attack option should appear when no other hostile mobs are about. Im primarily a switch 2 DSTer now, controllers have improved a lot but still needs more. Although I play on PC, I welcome you to the controller family regardless! 1 Link to comment https://forums.kleientertainment.com/forums/topic/171820-possible-controller-optimizations/#findComment-1869490 Share on other sites More sharing options...
Jussatoon Posted June 2 Author Share Posted June 2 Bump: Added suggestion to allow dropping items into the ocean. Link to comment https://forums.kleientertainment.com/forums/topic/171820-possible-controller-optimizations/#findComment-1869546 Share on other sites More sharing options...
Jussatoon Posted June 8 Author Share Posted June 8 One more bump for now, in hopes of squeezing something in before full release. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171820-possible-controller-optimizations/#findComment-1870792 Share on other sites More sharing options...
Mike23Ua Posted June 9 Share Posted June 9 You know what ACTUALLY needs to be optimized for controllers? I just spent the last THREE Days trying to fight Celestial Champion so I’m coming fresh off pure frustration. But first of all if you play as Wigfrid and you craft a bunch of Commander Helms & then run out of Marble & craft regular Battle Helms and give those out to your team mates and yourself, once the Commander Helms break (and they break fast fighting CC..) the game should be generous enough to Auto Equip the inventory full of the lesser Battle Helms your holding rather then let silly moon boss melt you during those moments of having no armor. Secondly… this fight is fast and chaotic as all hell, the fast switching between items (cane & weapon or Eyebrella & Helmet by pressing the D-pad) works… until it DOESN’T. The moment you need to scroll through your inventory to god forbid eat something to heal by eating Perogi, the Quick swapping between weapons & Walking Cane “Breaks” and you need to scroll back to the cane & switch between it and a weapon again in your inventory to get it back on the “Quick Swap” registration. (Something I wouldn’t have to EVER do if the game just registered the last two items I was using before stuffing my face with Perogi..) What this means while fighting the fast and chaotic Celestial Champion is that Controller gameplay is very poorly optimized for DST, and I doubt any Klei dev actually attempted to do this fight using a console controller without KB & Mouse or Debug God Mode on. Link to comment https://forums.kleientertainment.com/forums/topic/171820-possible-controller-optimizations/#findComment-1870866 Share on other sites More sharing options...
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