Which Bioware genius thought of the idea of binding 3+ actions into one key?
#26
Posté 19 février 2012 - 09:36
#27
Posté 19 février 2012 - 09:39
Yes but he said SPACEBAR not A or X. So he is playing with keyboard which have more buttons than a damn controller. The funny thing is that we cant use any controller on PC. I was fine to use my 360 controller because the whole button config is console as it is and stuff but I can't....neubourn wrote...
sarcasm?
Because its your action button. Commonly done on consoles...the almighty "A" button on Xbox, "X" button on PS3.
Awesome button is awesome.
#28
Posté 19 février 2012 - 10:00
#29
Posté 19 février 2012 - 10:02
Modifié par stgrey, 19 février 2012 - 10:02 .
#30
Posté 19 février 2012 - 10:32
#31
Posté 19 février 2012 - 10:41
- Starting to revive when I want to roll.
- Rolling when I want to revive.
- Entering cover when I want to start hacking/disabling.
- Entering cover when I want to roll/dodge out of the way of something.
There's no good reason this should happen at all. I've dozens of unused keys on my keyboard that could be used instead of binding six different functions to one key. Controllers having fewer buttons is a pathetic excuse.
Modifié par bleetman, 19 février 2012 - 10:43 .
#32
Posté 19 février 2012 - 10:57
FoxShadowblade wrote...
You want Sprint, Dodge, Cover, Revive and General Activate to be on five seperate buttons.
Because you can't handle them being on one?
You sir, you need a controller, and you need to learn how to use it. It's better on the dark side, trust me.
Apparently there is an abundance of mind altering hallucinogens on the dark side too.
The person you are responding to did not say he wanted each action to have its own button. He said he didn't want all of those actions to be on the same button.
Dodge, and cover should remain on the same button. They are both movement related functions and they don't have overlap when it comes to the game trying to understand your intent in that you tap for dodge and hold for cover.
Sprint could also appear on the button with dodge and cover but it would be nice to have the option to keybind running separately of the others so you can avoid situations like sprinting a little too close to cover and latching on.
Reviving players and interacting with objectives should have their own button, or be on the same button together. It's important to separate them from the key that has run/cover/dodge bound to it because there is a lot of contextual overlap. Players can die in cover which often makes reviving them more difficult than it should be. Objectives can also be in or on top of cover which is why being able to press a different button to interact with players/objectives is desireable...
As fun as jumping in and out of cover while trying to manuever to just the right angle so the game initiates the correct command is, they really should find a way to streamline the process a bit.
He doesn't need a controller. Mouse and keyboard is the most precise and versatile gaming controller to ever be invented. PC gamers don't need a fun and deep game simplified down to a ~12 button controller nor do we need a dumbed down ui designed for said 12 button controller.
Lastly, I'm not sure you're aware of the irony you posted.... but the pc version of ME3 does not support play with gamepads/controllers.
#33
Posté 19 février 2012 - 11:00
#34
Posté 19 février 2012 - 11:03
#35
Posté 19 février 2012 - 11:08
Right. So we can go from having all of these functions bound to one key - which people're are explaining is frustrating for them - to, uh, having all of these functions bound to one button. On a controller that isn't actually supported.Shinji Ex wrote...
Plug a controller in... .. .
Why didn't I think of that?
Modifié par bleetman, 19 février 2012 - 11:09 .
#36
Posté 19 février 2012 - 11:11
#37
Posté 19 février 2012 - 11:26
PC gamers are used to play with wasd for movement and Q, E, F, Shift, Spacebar, CAPS, Control, Alt... In short LET US MAP each action and allow us to keybind all spacebar actions into 2 or 3 keys...
#38
Posté 19 février 2012 - 11:45
I am having fun with the demo but being able to remap functions would be nice on my pc and my brothers 360/ps3
#39
Posté 19 février 2012 - 11:48
Edit: I think it has something to do with the idea that this is primarily a console release game ; much like the 60 degree viewing angle on FPS's these days (even though it can cause motion sickness in a sizable group of players)
Modifié par some_person_thats_fat, 19 février 2012 - 11:52 .
#40
Posté 19 février 2012 - 11:54
#41
Posté 19 février 2012 - 11:54
AxholeRose wrote...
neubourn wrote...
sarcasm?
Because its your action button. Commonly done on consoles...the almighty "A" button on Xbox, "X" button on PS3.
Awesome button is awesome.
I don't masterbate with the same hand I eat with. And neither should you.
huh...you eat and masturbate at the same time?
#42
Posté 19 février 2012 - 11:58
#43
Guest_makalathbonagin_*
Posté 19 février 2012 - 12:36
Guest_makalathbonagin_*
try remap it to E much easier
Modifié par makalathbonagin, 19 février 2012 - 12:38 .
#44
Posté 19 février 2012 - 12:39
#45
Posté 19 février 2012 - 12:50
But yah I've died so many times from my character diving into cover and getting a rocket shoved up his/her backside. I would prefer the spacebar for sprinting and my unused Alt button for all other actions
#46
Posté 19 février 2012 - 01:01
http://social.biowar...index/9289426/3
As you can see, many are already requesting the developers to allow for keybinds as options for the game. So far they haven't said anything in that thread. The main issue is simple, you use the spacekey or A to do one thing and you do something else. It's not convenient, it doesn't make the game easier nor can we execute certain actions without some sort of dely or doing something we didn't intend to do.
Modifié par East4u, 19 février 2012 - 01:07 .
#47
Posté 19 février 2012 - 01:05
I'd go so far as to say even those are only an issue due to level design. I think having a simplistic control scheme is a plus and becomes fluid once you're used to it.Mettyx wrote...
The function to run and hug cover needs to be divided. All other functions you listed are not an issue.
The problem here is that the cover is more tightly packed (and normal movement speed reduced unless I'm imagining that) and so this simplicity becomes a burden as you glue yourself to every passing wall or barrier.
#48
Posté 19 février 2012 - 01:05
#49
Posté 19 février 2012 - 01:06
Always love my options.
#50
Posté 19 février 2012 - 01:11
Capt.Mytre wrote...
Run and cover are *ok* together as one key, but is sometimes very irritating, but revive and "actions" need to be a separate key. Just let us rebind them all to one key (space - mines bound to shift) or bind any of them into separate keys. For example, I could have Run and Cover bound to shift, and revive and action bound to F.
Always love my options.
You obviously never tried to run away from a grenade when you already near a corner have you? Running and cover should be separate keybinds. When I want to run, I want to run not be sucked into a desk or corner because I'm running.
Modifié par East4u, 19 février 2012 - 01:12 .





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