Secondary Interact Unique Bindings on Controller

  • Hi! I'd like to address the changes made to the secondary interact binding on controller. I heard this was being implemented a while ago, and was surprised to find out that it has already been implemented into retail version of the game.

    The reason I must have missed this much anticipated change being made is as follows; the typical setup is defaulted as triangle, making triangle a unique button that allows for a special input (secondary interact) when in close enough proximity and directionally influenced by the targeted interaction. It seems the change made it so now the secondary interact binding can either remain on triangle, encompassing both swap weapon and secondary interact, OR can now be dedicated to a whole separate button whose bind then can only be secondary interact.

    If I am misunderstanding this, I apologize, I couldn't find the patch notes that included this change. My main question is hard for me to word in an easy way to understand, so I will give a specific example as to why I think the secondary interact binding should be able to bind with any button input as it does with triangle (swap). In my case, I have the "throwables" shortcut binding set to R1, and in its current form I cannot bind the secondary interact binding to R1 while my throwables are bound, because it now needs a seperate button to be dedicated.

    I do believe the main issue that this change tries to address is the difficulty of controller players swapping weapons on their ship, where there is a crate on the floor acting as an inventory trap upon pressing triangle. I don't think the issue was necessarily that the binding sharing a spot with another binding, just that the binding that we were once limited to using was such a commonly used and necessary button in combat. If we were able to choose pretty much any other button--apart from maybe the triggers, radials, sprint or jump--the effect of the shared nature of secondary interact would not be as problematic. In fact, it would be so helpful that it could save us an extra dedicated binding.

    Shouldn't we be able to make secondary interact a unique binding that maps along side any other binding, as it currently only does with triangle?

    I hope this feedback promotes even the smallest bit more understanding as to the logistics behind a potentially great change like this coming from dedicated consumers.

    This might be worth testing!

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  • @dogvideoz may be wrong but I dont think this has been released yet. Discussed on dev vids as in the works. Not sure if it has made it to insiders yet

  • Improved Controller Keybinds

    • Players on controller now have the ability to use separate keybinds for a range of actions. These actions can now be customised independently or share a button: Secondary Interact and Swap Weapons, Secondary Interact and Reload, and Primary Interact and Reload.

    • These keybinds can be customised in the Controller Settings Menu, with the default remaining as Y on Xbox controller and Triangle on DualSense™ wireless controller, and can be reset to default if changed at any time.

    https://www.seaofthieves.com/release-notes/3.5.0

  • Thank you! I appreciate you finding and referencing the correct patch note that this change was made.

    After reading the actual update made to the secondary interact button, I believe this further emphasizes the need for there to be a way to implement secondary to work and bind with another occupied button of our choosing, instead of limiting to the duality of its uniqueness to only swap weapon and reload.

    I believe the first reply under my post is proof enough that not enough has changed for this change to be considered an impactful improvement. If people still aren't aware of the change, its because the capabilities of what this change brought are lacking.

    Customizable controls can be boiled down to ease of use, cohesion of action across bindings, and your unique preference to how the game looks and feels. I feel a more impactful change is in order for this workaround.

  • My bad i missed this, will have to have a look when back. Unless it has the option of button combos etc though I think we're still going to be limited.

  • @hiradc The button combos we are currently limited to, listed above, are too limiting. I challenge the notion that we should remain limited. Does anyone agree that if we cannot map any button combo that we choose, we should at least have access to more combos, in which there would be no difference in the way secondary interact currently works in combination with a button as arbitrary as weapon swap?

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