In ME2, it felt like the controler layout was poorly implemented. I think the main issue for most of us console players was the lack of more assignable buttons and also the lack of any kind of button-layout customization. So, for instance, if you were playing a caster class, you were basically forced to use the power wheel, since you could only have three mapped powers at once. This became somewhat bothersome after a while, and the fact that both analog-stick click buttons were basically unused, made it feel like a huge waste of layout potential. Putting a (mostly) useless waypoint function on two separate buttons, while not having enough assignable buttons to fully enjoy the game without pausing is, like I said before, a huge waste of controler layout potential.
There are likely dozens of different layouts that could optimize the gameplay experience with more assignable buttons and more intelligent button configs. With that I mean that having a meele action assigned on a bumper button, you wouldn't have to sacrifice your aim, when using a reload trick with the Claymore. Just a small example of how a customizable feature can enhance the gameplay.
So I would like to know, if anything like this is being considered for ME3's controler layot. Any imput from the developers would be very welcome and appreciated.
ME3 controler layout
Débuté par
Relix28
, juin 09 2011 09:33
#1
Posté 09 juin 2011 - 09:33
#2
Posté 09 juin 2011 - 09:41
I'll agree with you on the the limits of three mapped powers. That was too limiting. I will disagree with you on the click functions; I hate those and end up hating the controls of every game that requires use of them. If they could allow players to map the controls, that would be fine, but forcing those damn click-buttons? Argh, no matey. I never used the waypoint-clicky because the waypoint function itself was just silly. You never got lost in ME2. Give me a mini-map, please.
One of the drawbacks of the consoles are the limited controls, however. One of these days I'll buy that new PC.
One of the drawbacks of the consoles are the limited controls, however. One of these days I'll buy that new PC.
#3
Posté 09 juin 2011 - 09:42
Merge power and weapon selection into one interface, bind it to RB. Use LB as a "shift" modifer so when you hold it down you can bind powers to face buttons.
Please...
Please...
#4
Posté 09 juin 2011 - 09:59
Captain_Obvious wrote...
I'll agree with you on the the limits of three mapped powers. That was too limiting. I will disagree with you on the click functions; I hate those and end up hating the controls of every game that requires use of them. If they could allow players to map the controls, that would be fine, but forcing those damn click-buttons? Argh, no matey. I never used the waypoint-clicky because the waypoint function itself was just silly. You never got lost in ME2. Give me a mini-map, please.
One of the drawbacks of the consoles are the limited controls, however. One of these days I'll buy that new PC.
Well, yeah basically that's what I was going for. More assignable options and a full customization would pretty much solve this whole issue. Give us more assignables and let us, the players choose how we want our controler layouts to be. Failing the customization part, more assignables anywhere on the controler would be fine. I would prefer two extra assignables on the click buttons instead of two useless waypoints. It's better to have them somewhere, than not have them at all. Offcourse, there are a ton of different layout options that could include at least two more assignables.
#5
Posté 10 juin 2011 - 02:59
Bump





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