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But woof the controller input is still really rough. It's virtually impossible to get from splash to session with the controller alone without losing the cursor and/or getting stuck in a menu; and most of the time you can't get the mouse cursor back to fix it (it tracks the mouse but the cursor does not reliably return to visibility after hotswapping from controller input)
Sorry you're having issues with the controller support. Can you share the specific setup (controller type, hardware its running on) that you're having issues?
Steamdeck is rather rough, D pad doesn't like selecting some things. Got through the tutorial with having to use a little bit of touchscreen action, but once at the safe house, it was pretty much done.
We'll be working hard to do so.
Hey :) -- FWiW, fan/customer since Star Traders (the first Smartphone game I ever bought IIRC), and multiple KS backer, including this one.
I have my PC hooked up to a theater system and I play just about every game with a controller (although I have a wireless keyboard and thumb-ball mouse handy if needed). I am using an Xbox one controller; running whatever the default method is for your game -- either steam input or native, but I haven't changed anything. I also have a Steam Deck, and I haven't gotten to mess with that but given the poster above me, it seems I should expect the same controller input issues there.
Honestly, there are just too many weird quirks with the controller to list them concisely. If I'm being honest I've played games "without" controller support that worked better with a controller than this. I'm not mad about it though [that's what EA is for after all <3].
If you haven't (not sure who I'm talking to; I imagine it's not just the two Treses over there anymore :p) -- Really, just... grab a controller, try to start up, screw with the options menu, start a new game, edit the crew and customize someone; I ran into *something* with every single step. Press some buttons you might not normally, and move a D-Pad or sticks the way a user might (rather than as staff who may be super familiar with the flow).
A quick few:
- The D-Pad just kind of loses itself in lists if you hit the end of a row? I believe others have alluded to this in different terms.
- Some items seem like you can ingress with the controller but not egress, or at least you cannot egress after the D-pad gets lost -- for example, I was unable to back out of the settings menu after my D-pad selection got lost somewhere between a dropdown and slider. A potential solution for you is to use A to explicitly select/confirm sliders, or disable left/right and use the triggers/bumpers to adjust things (See the Cyberpunk 2077 menu as a recent example).
- If you accidentally navigate to text-entry fields with the controller, they auto-select the text and you can't abort without the keyboard. Most games use X/Y to enter text fields explicitly and intentionally, and X/B to confirm/abort.
- Correctly, the mouse cursor disappears when you move the controller; However, moving the mouse again does not reveal the mouse cursor -- the input is working, items are highlighting as though the mouse is hovering, but the "physical" cursor graphic remains invisible -- ALT+TAB seemed to fix this?
- The menus don't scroll when the D-Pad cursor is moving past the visible field; which obviously they should -- if it makes a difference here I had the menu scaled to TV. But this also leads to my biggest immediate QoL gripe, is pretty succinct though: either the triggers or the right stick should scroll any window/menu with a scroll bar (anywhere a scroll wheel would work) -- if it is an intended behavior it is currently not working.
There are other weird quirks that I can't list because I can't articulate them. Controller support is just kind of wonky. I experienced some of this in-game (on a mission) during one of the old public playtests, perhaps some of those quirks got fixed but I am going to be honest that I gave up trying to play this time around because the controller was so screwy and the mouse behavior, while, ultimately, standard/par is not to my taste (as a lifetime controller main).
I am going to give it another shot but I had limited time and patience for fiddling earlier today, and resigned to wait an update or two. But I will give it another go because I do want to play.
If you know you've got limited time and patience, perhaps give us 1-2 weeks. I think we will have made a lot of progress by then based on all the community feedback we are getting.
Tried the game on my deck, and so far its not.. pleasant at all.
Controller config is a mess and a half, as someone pointed out using dpad to navigate menus does not auto-scroll these menus for example.
However, Ui also very very tiny, and increasing UI size seems to worsen the issue with menu-navigation.
Im also lacking any form of guidance for most of the ingame interaction (what button does what, etc) and i seem to have to manually click the left trackpad to move the character, instead of hitting LT (which i would have expected to kinda work to get someone to move), and if you just ever so slightly rub over the pad while clicking, you mess with the camera.
So far ive spent 20mins basically flailing around helplessly trying to figure things out :D
i found that hitting f10 (or a bound controller button) for the bug report form reliably causes the missing cursor to reappear. And the disappearing cursor is specifically only an issue if you have a controller plugged in. I just did an entire playthrough without controller and my cursor didnt vanish once.
Sorry, we're hearing a lot that the default to set a destination of right stick click is not easy to figure out.
No problem ! I have discovered few years ago your games and how you add genuine love to them. Pretty sure the controls will be clarified at some point (or maybe I need glasses). :)