Accidental Crate Interaction During PVP Combat

  • I play on controller and frequently find myself accidentally browsing the contents of a storage crate instead of switching/pulling out a weapon because the switch weapons key is the same as the secondary interact key. This happens even if the storage crate is not centered on the screen - it just has to be next to your feet when you try to take out our change weapons. This is infuriating given the did at which the combat occurs. I can't afford to get frozen in place while trying to back pedal and pull out a sword.

    Switch weapons and secondary interact should be able to be bound to different buttons. They are separate in the keyboard and mouse settings, so this should be possible for controller no? Why can't I have the option to separate those two acions on a controller?

    Please help me Rare! This would be the best QoL improvement for controller players.

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  • This problem has been around for a while now and it's alarming through TONS of QoL requests here on the forum that they've done nothing to address it.

    The worst is when you board an enemy's ship, you don't have 10 cannonballs on you, and they have one loaded in their cannon. Going anywhere seemingly within a map square of the cannon tries to unload the cannon instead of swapping weapons.

    It's absolutely ridiculous that they haven't addressed this yet.

    I made a solid suggestion a while back on how they could fix this without having to force controller players into other weird keybinds on our limited pads (though just allowing us to re-bind one without re-binding the other would be much preferred).

    _
    Make secondary interacts the tap or hold function of the primary interact key instead.

    Secondary Interact for crates/chests/stools/notes simply becomes "Tap X/F". This leaves the current Pick Up function unchanged as a "Hold X/F" prompt.

    For Cannons, it's the opposite. The "Tap X/F" to man the cannon remains unchanged. Loading a cannonball (or yourself) when not manning the cannon becomes "Hold X/F".

    Rowboat docking/undocking could follow this same logic and have it be a "Hold X/F" to dock/undock.

    For players that have the "reduce hold interact" accessibility feature turned on, hold can be replaced with double tap.

  • Pay more attention too. To your surroundings and place your crates on the dead edges of your ship

  • And this is why you keep a bunch of crates on your ship kiddies 😈 especially of you main sword

  • @burnbacon Do you use controller? I pay attention to my surroundings. The problem is that the radius for interacting with things is so large that there are dead zones on my ship that I have to avoid if I want to pull out a weapon. The new siren song voyage interact on the mast of a sloop is a prime example. If you are on the left side cannon and someone boards, you literally have to disengage from the cannon and then move two steps forward or back before you can draw a weapon. Otherwise, you will be thrown into the menu to vote on a quest. What makes this particularly bad is that it only affects controller players, and it seems like it can be easily fixed.

  • @beaverbesieger move your crates…

  • Whenever I board, the third thing I do, right behind kill everyone and (usually) anchor them, is drop all their crates off the side of the boat 😂

    It's been a problem for years, and I'm guessing it will never be solved. Carrying "boarding cannonballs" has been common practice for my crew since the start.

  • Only tips I can think of are:

    Move crates out of the way.

    Use only one weapon if your ship is entirely covered in crates so you don't have to press Y.

    Unstow your weapon with B instead of swapping to it with Y.

    Swap to Blunderbombs instead of pressing Y in a critical moment.

    Quickly look up when you press Y.

    Only press Y while Jumping.

  • @vaughnsilver Those are suggestions, I suppose. I'm trying to raise awareness of this issue for the dev team though. Swap weapons and secondary interact are only force locked together for controller users. These should be a way to bind those functions to separate buttons on a controller just like mouse and keyboard.

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