Is it me? Or was it something I said?
One more Plea for Power Re-Mapping...
Débuté par
P4NCH0theD0G
, mars 15 2012 02:31
#226
Posté 31 mars 2012 - 09:05
#227
Posté 01 avril 2012 - 02:22
No, but we have reached page 10.
Just wondering how hard it is for any of the 51 mods to even give a reply with an answer ಠ_ಠ
Just wondering how hard it is for any of the 51 mods to even give a reply with an answer ಠ_ಠ
Modifié par thePure1, 01 avril 2012 - 02:22 .
#228
Posté 01 avril 2012 - 02:28
Hard. I mean, really hard. Like... Van Damme Hard.
And that's hard.
And that's hard.
#229
Posté 01 avril 2012 - 02:33
Add my name to the list of those who'd like this feature. If they aren't going to add it, could you please let us know WHY? Would it require too much programming or is it a style decision? We could argue about it better if we knew why.
#230
Posté 01 avril 2012 - 02:49
Nobody knows the Trouble we've seen...
Nobody knows our Sorrow.
Huh. She's a Bass.
Nobody knows our Sorrow.
Huh. She's a Bass.
#231
Posté 01 avril 2012 - 01:36
I keep waiting... waiting on the world to change.
Keep on waiting... waiting on the world to change.
Keep on waiting... waiting on the world to change.
#232
Posté 01 avril 2012 - 04:14
Bank92 wrote...
Doesn't need remapping, Just let us map the powers ourselves! I only use two abilities for my characters and the Y button is the least convenient in a shooter!
My goodness this! I would love to ditch Tech Armour on my Sentinels, but I can't because having a useful power on Y is just... wrong!
#233
Posté 01 avril 2012 - 08:39
So many useless Deaths can be laid at their feet...
#234
Posté 02 avril 2012 - 12:08
... and stinky feet, they are. Stinky.
#235
Posté 02 avril 2012 - 12:10
Do it Bioware.
#236
Posté 02 avril 2012 - 12:53
Morning has broken, like the first Morning...
BioWare has spoken, like, not a word...
BioWare has spoken, like, not a word...
#237
Posté 02 avril 2012 - 01:05
would be a great patch ! so annoying that same skills are on different buttons depending on the class...
#238
Posté 02 avril 2012 - 10:30
So annoying indeed... But annoying enough? I think so. You think so. The great BW, however...
#239
Posté 02 avril 2012 - 10:32
Valve actually changed their presets for Portal 2 to allow players to completely re-map their buttons. But then again; That's Valve.. The fact that it's not implemented in every game is beyond stupid. It's a game, I should be able to play it the way I want.
#240
Posté 03 avril 2012 - 01:31
Bump again
If you can't at least tell us that you can't or why you can't... if you are working on it or thinking about it tell us you are working on it or thinking about it.
If you can't at least tell us that you can't or why you can't... if you are working on it or thinking about it tell us you are working on it or thinking about it.
Modifié par alyskr3, 03 avril 2012 - 01:32 .
#241
Posté 03 avril 2012 - 01:47
Just want to add my support for this feature.
It would be really nice (and less confusing) to have my preferred skill mapped to the same key on every character.
It would be really nice (and less confusing) to have my preferred skill mapped to the same key on every character.
#242
Posté 03 avril 2012 - 01:59
I'm still unsure as to what the selection process is on which questions get answers/attention/acknowledgement. You'd think that among the over 5000 views SOMEone from BW was among those and could just type a small response... you'd think.
#243
Posté 03 avril 2012 - 04:13
Good Night, then. Maybe the new day, the new dawn, will bring happiness.
#244
Posté 03 avril 2012 - 01:49
About time I threw my meagre weight in behind this suggestion too, although from a 360 console perspective admittedly.
Seriously, Bioware. I've seen, and experienced, so many instances where bad button mapping causes sub optimal gameplay, it's ridiculous. And all of them could be made to vanish with control customisation.
And the multifunction 'A' button (for 360) takes the biscuit.
Back in ME2, I lost count of the number of times I would hear about, from friends, or experience myself the marvels of unwanted snapping into cover (usually on the wrong side of something) when running through an area to get some distance from an enemy. Dying because of my own stupidity is one thing. Dying because of bad UI design is something else.
To decide to exacerbate this situation by adding even more functions to the 'A' button for ME3 is mind boggling.
Having 'Revive' on the same button as run/roll/cover/etc is plain dumb. The number of times I, or others, have experienced snapping to cover, or just plain failure to trigger Revive (probably due to game getting confused as to what action it should be performing), when trying to revive a fallen team mate in a hectic combat situation is ridiculous and frustrating. It usually ends up with either:
- Team mate having to use a medigel to avoid dying.
- Team mate dying due to having no more medigel
- The person reviving them also ending up on the deck because it took too long to find the optimal position for the game to realise that you want to 'revive' someone and not some other unwanted action.
Let us stick 'Revive' on the 'Back' button, as someone else mentioned.
Let us remap 'Run' to pressing down on the left stick while moving, for example. Seriously, 'Run' is next to useless when you have to take your right thumb off the 'Look' stick, and end up not being able to see where you're running to, completely ruining your all important sense of situational awareness.
Players need to be able to control where they are looking while running! Other developers understand this simple gameplay fact. Why not you guys, Bioware..?
Just let us remap controls, so that we can fix this stuff...
Please.
Seriously, Bioware. I've seen, and experienced, so many instances where bad button mapping causes sub optimal gameplay, it's ridiculous. And all of them could be made to vanish with control customisation.
And the multifunction 'A' button (for 360) takes the biscuit.
Back in ME2, I lost count of the number of times I would hear about, from friends, or experience myself the marvels of unwanted snapping into cover (usually on the wrong side of something) when running through an area to get some distance from an enemy. Dying because of my own stupidity is one thing. Dying because of bad UI design is something else.
To decide to exacerbate this situation by adding even more functions to the 'A' button for ME3 is mind boggling.
Having 'Revive' on the same button as run/roll/cover/etc is plain dumb. The number of times I, or others, have experienced snapping to cover, or just plain failure to trigger Revive (probably due to game getting confused as to what action it should be performing), when trying to revive a fallen team mate in a hectic combat situation is ridiculous and frustrating. It usually ends up with either:
- Team mate having to use a medigel to avoid dying.
- Team mate dying due to having no more medigel
- The person reviving them also ending up on the deck because it took too long to find the optimal position for the game to realise that you want to 'revive' someone and not some other unwanted action.
Let us stick 'Revive' on the 'Back' button, as someone else mentioned.
Let us remap 'Run' to pressing down on the left stick while moving, for example. Seriously, 'Run' is next to useless when you have to take your right thumb off the 'Look' stick, and end up not being able to see where you're running to, completely ruining your all important sense of situational awareness.
Players need to be able to control where they are looking while running! Other developers understand this simple gameplay fact. Why not you guys, Bioware..?
Just let us remap controls, so that we can fix this stuff...
Please.
#245
Posté 03 avril 2012 - 02:04
It's annoying Switching from Asari Vanguard to Asari Adept and stasis is a different number on PC.
#246
Posté 03 avril 2012 - 02:22
jonal11 wrote...
It's annoying Switching from Asari Vanguard to Asari Adept and stasis is a different number on PC.
That is just...bad.
A friend of mine plays as an Asari Vanguard, and she's been trying to get hold of the Adept for some time now. I can just imagine the look on her face when I tell her this.
Probably something like, blank, stunned incomprehension.
#247
Posté 03 avril 2012 - 02:36
This please. I play many different characters, and this requires me to remap keys. I can't imagine playing on a console (it would be worse).
#248
Posté 03 avril 2012 - 02:47
Just unlocked Salarian Eng and decoy is on LB and Energy Drain is on Y WTF!!!. Every other Eng class has their "pet" (drone or sentry) on Y which makes sense and ED or Overload on a shoulder button. Just unlocked the class but still several times have pressed Decoy when meaning to hit ED.
Now with "A" being run just like in gears of war you have to take your thumb off the look stick which I hate! Fix for me was to get a Razer Onza controller (already had one from playing Gears) which has an extra mappable shoulder button which I map A to. This may not help anyone out but I wanted to mention it because it does make a big difference and run should be bound to something like holding down left stick. I still run into the problem of rolling/cover/hacking when trying to revive....just bad design.
Now with "A" being run just like in gears of war you have to take your thumb off the look stick which I hate! Fix for me was to get a Razer Onza controller (already had one from playing Gears) which has an extra mappable shoulder button which I map A to. This may not help anyone out but I wanted to mention it because it does make a big difference and run should be bound to something like holding down left stick. I still run into the problem of rolling/cover/hacking when trying to revive....just bad design.
#249
Posté 03 avril 2012 - 03:02
Remapping is a necessary feature. Can't believe this isn't already in the game. Get on it please, Bioware.
#250
Posté 03 avril 2012 - 04:09
New Voices. Wonderful. Welcome.
Also, I'm sorry that I have run out of pertinent and relevant things to write a long, long time ago, in Galaxy far, far away...
Also, I'm sorry that I have run out of pertinent and relevant things to write a long, long time ago, in Galaxy far, far away...





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