Console Request For more versatility in Button Mapping

wydyadoit
wydyadoit Member Posts: 1,145
edited May 2019 in Feedback and Suggestions

I just played a round of survivor as Claudette with her self-care ability. I had a nurse chasing me as one does and went to palette slap her. Instead of slapping the nurse (which was admittedly risky anyway) I bent down to tie my shoes and caress my beret to make sure it fit oh so right.

Basically, I was wounded and tried to activate a palette, but instead activated self-care since they're on the same button.

While not imperative or major the fact that the D-pad, some face buttons, and the analog stick clicks are completely unused in a 16 input + 1 OS input + 2 analog stick controllers is a bit of a pet peeve of mine.

with this in mind I've changed my controls (thank god for the option to change controls), but I feel that the "default controls" need to be tweaked and that some of the commands are overly doubled up on.

I'm uncertain why there's the RB overlap in the first place, but i digress. To return to my main point -

If two actions can happen simultaneously on the screen I am a firm believer that those options need independent buttons or a cycling mechanic.

A cycling mechanic would be a bit obnoxious, so having an option to just press another dedicated button would be better.

It's also possible that this has already been implemented somewhere in the console unfriendly UI. I can tell the game is built from the ground up for PC by PC gamers with console being an after thought by the tiny choices made that make my head hurt as a console player.


*edit*


I've decided that I should also include what is currently working for me.

Movement

Run - LB (would have changed this if run could be toggled)

Crouch - LT (i would have changed this if crouch could be toggled)


Interactions

Use item - RT

Drop item - B

Pick up item/ Item interactions - RB (this one is obnoxious because chests and generators are considered items for some reason??? I'd much rather have x be only items.)

Actions - X (because it feels weird working on a generator with skill checks on LB I have put actions - things that include vaulting and palette dropping - on X. i would prefer to have all of these actions on RB or another button. Actions seem to be defined as static events that have no percentage chance or skill check applied to them)

Secondary Action / Skill Check - LB

Hook Struggle - A

Activate Ability - Y


Camera

Invert Camera - View Button (can't remove assignment otherwise I would)


Gestures

Point At - Up D-pad

Follow Me/Come Here - Down D-pad


(unused buttons - L-Dpad, R-Dpad, RS click, LS click)


If I could have my preferred set-up it would be that crouch is RS-click(toggle), Sprint is LS-click(toggle), and I'd have 2 more gestures that involve telling someone to "Be quiet" and "Stay here/Do this" Which I would map to L-Dpad and R-Dpad respectively. Then I would remove the View button's command of view swapping and make the view button a "defeated" animation and have it ask the player if they want to leave the match to which you can press X to leave or B to stay. Upon leaving the player is sacrificed to the entity and the killer is awarded a disconnect bonus as if the player had quit (essentially working the same way as a rage quit but looking oh so much more refined than a rag-dolling body going limp)

Post edited by wydyadoit on

Comments

  • wydyadoit
    wydyadoit Member Posts: 1,145

    I've finished editing the post. Feel free to comment now.