Original Post — Direct link
over 2 years ago - /u/RobotHavGunz - Direct link

Not my area of the game, but I agree with this and have flagged it internally to try to get some eyes on it from the Legends team. The limitations around controller buttons is definitely frustrating, and there's never a perfect way to map 16 buttons (IIRC) to the nearly infinite options offered by MKB. We try not to have options for everything, because that introduces UX issues of its own, but in some cases where it's clearly interfering with utility, I think it's warranted. I'm a console player myself, and I can say we're definitely aware of many of the common controller buttons frustrations ("I wanted to res my teammate, but instead I opened the door." and "I wanted to reload but instead I went to res my teammate" etc) and it's a constant debate between interfering with learned behavior and working to tune usability.

Core interactions in terms of controller functionality are not something we take lightly, so we tread very, very carefully, since a lot of players have muscle memory built up over thousands of hours that we don't want to mess up. That's not to say we won't change anything out of a fear of upsetting the status quo, just that it's a pretty high bar to clear.

over 2 years ago - /u/RobotHavGunz - Direct link

Originally posted by Carlboison

Core interactions in terms of controller functionality are not something we take lightly, so we tread very, very carefully, since a lot of players have muscle memory built up over thousands of hours that we don't want to mess up.

Why not just let them keybind controllers the same way we can remap them on PC?

So knowing that "it's complicated" responses are generally sh*tty, I'll nevertheless respond with, "it's complicated." Fundamentally, there's a very different core UX expectation with a controller. First off, you're limited to 16 buttons. And the core expectation around how those buttons work is quite different from MKB. With a mouse, there's an expectation that "clicking on a thing" will do something. Controller logic in this regard is quite different; we try to avoid having players hover-over-a-thing-and-press-a-button. Now, sometimes, that's unavoidable (e.g. deathbox looting), but it's generally not great. In most places, we try to make it so that you see that a button - e.g. X - is bound to some action, and when you press X - anywhere - something happens. Now, this leads to some weird behaviors too because of core aspects of our UI framework (and trying to support both controller and MKB simultaneously and fairly seamlessly) where hovering over a "button" (on screen) and pressing a controller button results in some seemingly unintuitive behavior.

We do allow some remapping, but there are core actions that we NEED to rely on - that mouse clicks take care of with MKB - that we basically fix to X, B, & A (using Xbox as a reference, because that's what I play with and because that's natively supported on PC).

Now, everyone has their own opinion about how we solve some of this stuff. Like moving-and-looting. And those ideas all make sense. The problem is that there is no single idea, and many ideas are in direct contradiction with each other. So, of course, the logical response to that is, "just allow full customization!" which is a great idea, except it's really hard to do well.

Even small changes can have big knock-on effects. I did an internal rework of the deathbox menu (and Loba's ult that shares a lot of the same logic). I ended up breaking it for people who mapped their "A" button to alt-use (because who does that?). I was able to fix it, but the fix also FORCED the "A" button to behave the same for everyone.

I know these answers can feel like a copout. "It's hard" is definitely not a reason to not do something. But this is like really hard. Especially to do in a way that isn't so totally arcane esoteric, especially since the vast majority of players never, ever touch this. Or want to touch it. So it's high risk technically. With a very limited engagement of players. And even the most complex solution is unlikely to please everyone. So we try to focus on the really core interactions - e.g. the reload/res or res/door open problems - and how we might solve those. And those areas where there's pretty overwhelming feedback - like the survival slot and inspect issue. But it's a huge leap from those things to "I want to be able to make my controller do whatever I want" without having those changes break the game or be so cumbersome that maintaining them and handling them for every future feature is, speaking in broad terms, simply impossible.

Development necessarily comes with tradeoffs. That stinks. But it's also just reality. And fully customizable remapping is just not possible. If you really, really want that level of remapping, it's almost certainly going to come at the hardware level - e.g. something like the XBox Elite controller, where you're forcing the controller itself to send different outputs in response to certain inputs.

over 2 years ago - /u/RobotHavGunz - Direct link

Originally posted by In_2_Deep_5_U

Another question- considering that the game is cross platform, why cant xbox/ps4 players plug and play MnK similar to fortnite and warzone? As long as it identifies them as MnK on xbone/ps4 and puts them in cross platform lobbies i feel that is fair? However, i know this can be hard to implement potentially, i was more specifically curious if there has been any talk about this in the future?

Edit: also if it was MnK compatible then potentially that could open the door for console (extra) binds

I actually have no idea what this would take. I've not heard anything about this internally, but it may have been tackled and put to rest before I started - I've been on the team about a year. I don't think there's a big demand here, so maybe it's just a case of being super niche. I do know that it doesn't "just work" but I have no idea how hard it would be.