Mouse, Keyboard, & Controller (Features Request)

  • Mouse and Keyboard support is confirmed to be on the roadmap for Xbox! Hooray! Since Rare is working on this, I have a few suggestions I'd like to put forward.

    Mouse + Controller Support
    I'm an odd player. I actually like to play games with the controller AND the mouse at the same time (using the controller in my left hand for movement, and mouse in my right for aiming/turning). However, because the UI automatically switches from PC keys to Xbox buttons, the UI flickers like crazy. I'd like to see an option to prevent the UI from switching and an option to choose which UI to display. I'd also like to see an option for the vibration on the controller be forced ON at all times, because when you use a mouse or keyboard, it switches it off until you use the controller again. And if you use both, it can't decide so it switches on and off randomly.

    Side note: because of the UI flickering, sometimes the UI gets confused and uses the same button image for both options. So you end up with two ( X ) buttons even though one of them should be ( Y ). It's a bug I'm sure I'm the only one who's encountered because of my weird control setup.

    Mouse Sensitivity
    I prefer to have my mouse sensitivity very low. But I've noticed that weapons like the Eye of Reach (when scoped) needs a much higher sensitivity. I have it maxed out. However other things such as the Spyglass and cannons do not have an option for sensitivity. I would Like these added, especially for the Spyglass. (Also I know cannons have a max turning speed, but I'd like the curve to be a bit more responsive.)

    Inconsistant Function Crossover
    At the moment, ( X ) on the controller and [ F ] on keyboard function differently. For example, if you grab a ladder, spamming ( X ) ensures that, if the game registers you are in range, you will grab and hold on to the ladder. And only when you press ( B ) do you actually let go. However the keyboard toggles holding on and letting go of ladders with [ F ] so spamming the key means you have a 50% chance of actually grabbing it and staying on (if the ship is moving fast).

    I would like to see the keyboard functionality mirror more consistently what the controller can do.

    One Last Thing...
    Can we have a slider to adjust the controller deadzones for each analog stick? I'd just like to scale the speed curve by a hair. My controller is old so my pirate likes to slide around slowly sometimes.

    Thanks, Rare!

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