Secondary Interact - Proposed Solution

  • Alright. Before any KBM players dismiss this as an unrelatable problem (which it kinda is), this solution will benefit you as well.

    I'll start by stating the obvious problem for controller players. Secondary Interact and Weapon Switch are permanently bound to the same input and cannot be decoupled. They cannot have different binds like KBM can.

    As more crews amass more and more storage crates, it becomes increasingly challenging (as a controller player) when boarding a crew that has them scattered all about. It literally, at times, will not only prevent you from changing your weapon, but will actually freeze you in place in a storage crate menu in the middle of Close Quarters Combat. The less intrusive but similarly annoying ones are opening treasure chests and trying to load/unload a cannonball when trying to change weapons...then there's a couple other secondary interacts that exist and can cause this problem but are less commonly encountered.

    So...here's the solution...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 controller players, this would be a seamless change from a player adaptability perspective and be a massive QoL improvement.

    For KBM, this actually frees up a keybind...so...yay.

    I don't want to make it sound like this should be a priority fix...but...after years of controller players being put at a dev-designed disadvantage, it's probably time to address it.

    Don't forget to upvote 😊

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  • @sweetsandman Agreed. It’s gotten me killed more than a few times. Swapping weapons near the crew’s top-deck crate of Cannonballs freezes me up cause I open it instead of swapping.

  • A good solution, but the root of the problem needs to be addressed - rebinding a button on the controller shouldn't automatically remove all bindings that button is associated with.

    For example, the quick chat wheel is RB. Right brake on your rowboat is RB. Trying to rebind push-to-talk over the quick chat wheel will get rid of the right brake binding as well whether you want it to or not.

  • @scheneighnay That would work as well.

    My only concern with that is the limited buttons we do actually have on controller. Probably a non-issue for this, specifically...but my solution fixes the problem and doesn't impact keybinds.

  • On the controller we also have the d-pad that has no default use and can be fully customized. I don’t think it would be a bad thing to use it as a function as well.

    Like in one of the games I play, right d-pad is the default for swapping your weapon. So if I could rebind weapon swapping to that in SoT without messing up all other controls… It would be natural to me to hit it as it is the default for the other game I spend just as many hours in as SoT.

    So maybe if we could separate out some of the controls like a previous poster said. Where I could bind weapon to right d-pad but all other interactions stay on Y, etc…

  • @abjectarity said in Secondary Interact - Proposed Solution:

    Like in one of the games I play, right d-pad is the default for swapping your weapon.

    Rock and Stone!

  • I really like how some games deal with the lack of controller buttons - they use the shoulder buttons as a shift-modifier. It doesn't have to be a shoulder button, it could as easily be the left and right on the d-pad.

    I made such a suggestion a couple of years ago:
    https://www.seaofthieves.com/community/forums/topic/127958/controller-qol-settable-shift-alt-functions/

  • About time someone addressed this!

  • @realstyli said in Secondary Interact - Proposed Solution:

    I really like how some games deal with the lack of controller buttons - they use the shoulder buttons as a shift-modifier. It doesn't have to be a shoulder button, it could as easily be the left and right on the d-pad.

    I made such a suggestion a couple of years ago:
    https://www.seaofthieves.com/community/forums/topic/127958/controller-qol-settable-shift-alt-functions/

    There's so many creative ways that they could address this issue...

    While I agree that we need to have way more re-bind and same-bind flexibility, for the purposes of secondary interact, I do feel like my solution actually simplifies the game controls whether you're controller or KBM.

  • @sweetsandman my only issue with your suggestion was how it would play out with the “reduce hold” feature as right now things you normally have to hold the button for are just a simple tap if you have “reduce hold” on.

    It’s an accessibility feature that I would not like to see removed personally.

  • @abjectarity said in Secondary Interact - Proposed Solution:

    @sweetsandman my only issue with your suggestion was how it would play out with the “reduce hold” feature as right now things you normally have to hold the button for are just a simple tap if you have “reduce hold” on.

    It’s an accessibility feature that I would not like to see removed personally.

    Ah I completely forgot about that accessibility feature. That might actually totally break my idea.

    Maybe it'd have to be "tap" and "double tap" instead of "tap" and "hold" if you have that accessibility feature activated?

    I don't use that accessibility feature so I'm not 100% sure if that would work.

  • Rare absolutely needs to change this. Or they could also simply separate it entirely. For example then you could swap weapons with y, and have a secondary interact as something different.

  • @robosmell said in Secondary Interact - Proposed Solution:

    Rare absolutely needs to change this. Or they could also simply separate it entirely. For example then you could swap weapons with y, and have a secondary interact as something different.

    Yes I'd be happy with either solution.

    It's crazy how many times (as of late) I get into some deck fighting and locked into a crate menu when trying to switch weapons.

    The popularization of the "turkey wall" has only amplified it.

    It's nuts that Rare hasn't addressed this yet.

  • I feel insulted almost KBM players have been screaming for better keybinds for everyone! With controller players saying that just gives KBM more advantages...

    Definitely add this in, in addition map and spyglass sensitivity!

  • It's a bandaid at best, the current solution, play on Xbox only servers is IMHO the way to go.

  • @foambreaker said in Secondary Interact - Proposed Solution:

    It's a bandaid at best, the current solution, play on Xbox only servers is IMHO the way to go.

    That is a band aid at best.

    Doing either my proposed solution or allowing for it to be re-bound to something else if a full blown surgery that actually fixes the problem.

  • But I have tap to hold setting on 🥲

  • @hiradc said in Secondary Interact - Proposed Solution:

    But I have tap to hold setting on 🥲

    I addressed that a few posts up as I had forgotten about that accessibility feature.

    Maybe, if you have that accessibility feature activated, it could be "tap" and "double tap" instead of "tap" and "hold".

  • @foambreaker said in Secondary Interact - Proposed Solution:

    It's a bandaid at best, the current solution, play on Xbox only servers is IMHO the way to go.

    Which is not an option for those of us who play with a controller on PC. And there aren't an insignificant number of us.

  • @sweetsandman said in Secondary Interact - Proposed Solution:

    @foambreaker said in Secondary Interact - Proposed Solution:

    It's a bandaid at best, the current solution, play on Xbox only servers is IMHO the way to go.

    That is a band aid at best.

    Doing either my proposed solution or allowing for it to be re-bound to something else if a full blown surgery that actually fixes the problem.

    There are dozens of issues with KBM vs Controller, fixing one is not really changing anything.

  • @realstyli said in Secondary Interact - Proposed Solution:

    @foambreaker said in Secondary Interact - Proposed Solution:

    It's a bandaid at best, the current solution, play on Xbox only servers is IMHO the way to go.

    Which is not an option for those of us who play with a controller on PC. And there aren't an insignificant number of us.

    But why, the mouse is so obviously a superior device on the PC?

  • @foambreaker said in Secondary Interact - Proposed Solution:

    @realstyli said in Secondary Interact - Proposed Solution:

    @foambreaker said in Secondary Interact - Proposed Solution:

    It's a bandaid at best, the current solution, play on Xbox only servers is IMHO the way to go.

    Which is not an option for those of us who play with a controller on PC. And there aren't an insignificant number of us.

    But why, the mouse is so obviously a superior device on the PC?

    I'm not getting into a PCMR discussion. Different people have different reasons. I use a controller because I use KBM heavily in work or when working on music, and need a break from it or I develop really bad RSI. I'm in my 40s now and it's not going to get any better.

    I also couch game and it's the most comfortable option for me. Having come from over 3 decades playing games on consoles, I'd say I'm good with a controller in my hands. It's not like headshots matter or I have to be pixel accurate. If wasn't for some design choices (as mentioned in the OP), I would be 100% happy with that choice.

  • @realstyli said in Secondary Interact - Proposed Solution:

    @foambreaker said in Secondary Interact - Proposed Solution:

    @realstyli said in Secondary Interact - Proposed Solution:

    @foambreaker said in Secondary Interact - Proposed Solution:

    It's a bandaid at best, the current solution, play on Xbox only servers is IMHO the way to go.

    Which is not an option for those of us who play with a controller on PC. And there aren't an insignificant number of us.

    But why, the mouse is so obviously a superior device on the PC?

    I'm not getting into a PCMR discussion. Different people have different reasons. I use a controller because I use KBM heavily in work or when working on music, and need a break from it or I develop really bad RSI. I'm in my 40s now and it's not going to get any better.

    I also couch game and it's the most comfortable option for me. Having come from over 3 decades playing games on consoles, I'd say I'm good with a controller in my hands. It's not like headshots matter or I have to be pixel accurate. If wasn't for some design choices (as mentioned in the OP), I would be 100% happy with that choice.

    Understood.

    That is why I bought Xbox, I'm 63, been a software engineer for most of my adult life and it came down to work or games, had to choose work.

  • @foambreaker said in Secondary Interact - Proposed Solution:

    @sweetsandman said in Secondary Interact - Proposed Solution:

    @foambreaker said in Secondary Interact - Proposed Solution:

    It's a bandaid at best, the current solution, play on Xbox only servers is IMHO the way to go.

    That is a band aid at best.

    Doing either my proposed solution or allowing for it to be re-bound to something else if a full blown surgery that actually fixes the problem.

    There are dozens of issues with KBM vs Controller, fixing one is not really changing anything.

    Oh don't be such a stick in the mud. Addressing the imbalances once step at a time is better than not addressing them at all.

    I long for the day where they can eliminate the division of our playerbase altogether...not to reinforce the division.

  • @sweetsandman "I long for the day where they can eliminate the division of our playerbase altogether...not to reinforce the division."

    I sure don't, the culture on the Xbox servers is so awesome, I played on PC servers for several weeks before I understood the balance issues.

    The friends I joined with, who played with me on EVE, quit, and that is saying something because EVE is seriously hardcore.

    The words I use to describe PC side are toxic cesspool.

    Plus the one thing they can probably never fix is the addons (cheats) that are almost non-existent on Xbox and commonplace on the PC side.

  • @foambreaker what's funny is that I feel like the Xbox+controller servers are a toxic cesspool. It's this bizarre place where, if you engage in PvP, people have zero hesitation to send you some aggressive Xbox chats about how you're a low-life or a cheater or a hacker or whatever nonsense I've seen over the years.

    Regardless...if they were to address 2 major factors, I can't see a reason for Xbox+controller servers to even exist.

    1). Controller aim assist for CQC
    2). Keybind limitations on controller

    The 3rd factor would be improvements to the anti-cheat...but that's across the board and has nothing to do with the the segmentation of the playerbase.

  • @nitroxien

    Spyglass sensitivity... oh man, yes.

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