Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
works pretty good like in games with native support...
It has to be something actually innovative instead of simply binding the mouse to the left stick but have it be native, otherwise what would be the point? They might as well tag the game as having partial controller support and make an official profile via Steam's tool. But it all depends if the devs want to port the game to consoles. If they don't, then it doesn't make much sense for them to put effort into native controller support.
But then, even if they port it to consoles, there's a chance we wouldn't get controller support on PC. Regalia: Of Men and Monarchs never got controller support on PC despite being released on the PS4 (reason why I didn't play much of it or even get the DLCs).
I'm sure it's quite possible to bind the few bindings there are to a controller profile using Steam's tool and have it be intuitive. That tool is quite powerful, after all. Try playing it thinking its control scheme could've been inspired by Clock Tower on the SNES. It makes sense considering that game used a cursor for so many things.
And here's one interesting thing I found out: You not only don't have to hold anything in order to perform actions, but the RMB can even close windows besides cancelling actions. So, if you want to place a card, just click it with LMB once and it'll stick. If you want to cancel that, click RMB and it'll go back to your hand.
Now just bind LMB to A and RMB to B and voi la. If you don't want to use B to swap between planning and adventure modes, bind the space bar to X or Y. I can see that being the extent of native controller support if they go there, so y'all might as well do it now if you wanna play with a controller.
As someone who's had CC for ages now, I have to speak against it in this instance. It's great to browse the web with a controller and quite comfortable if you're not doing any heavy typing. And yes, it has game profiles, but that functionality has been rendered pointless since Steam added their controller tool, which works with any controller. Steam's tool does a lot more than CC profiles, so I wouldn't recommend it to anyone who only wants to use their controller to play games. CC is cheap, but Steam's tool is free, intuitive, and works seamlessly.
im not against a implementation for controller support but pls explain how they ever could implement controller support that would be more efficient than using a mouse in this game?
- the game could automatically move the cursor to the recently placed tile on map - it would effectively teleport the cursor, whereas with a mouse you have to move it between each action.
- the game could automatically limit selection range, so if a tile can only be placed on a road - you'll select around free road tiles only.
there are games where using a controller suits the gameplay like in the most souls like games or in arcade racing games but in loop hero using a mouse will always be much more efficient than to use a controller. in fact using a mouse is the most efficient input device in the most games at all. in all rts, fps, in the most tps, in nearly every rpg (except for the most souls like games) etc... even in table top games its more efficient to use a mouse instead of a controller. its in the nature of the way these input devices work!
so how did u come up with this idea?
dont misunderstand me, i dont say u cant use a controller if u want to but to say its more efficient than mouse&keyboard (or in this case mouse only) is just not true...
Mouse suits quick and precise gameplay, e.g. fps where you move camera a lot. In tile based RPG (any RPG Maker game and most RPG from classic consoles like Pokemon etc.) mouse is a real nuisance. Think of battle screens in classic games like Final Fantasy and Golden Sun, where you just select actions from limited list. Controller is preferred in such games because they were created with a controller in mind.
Loop Hero, however, is slightly different from those, and part of its gameplay is a deck of cards and a playing field. Well, not long ago I played Shovel Knight: King of Cards where about half of gameplay is focused on a tile based card game, and I got no issues with using a controller. Spirits Abyss has a similar cards mode too, and it's also nicely optimized for controllers. You can check gameplay videos to understand how interface can work in such games. Yes, playing fields in these games are not big compared to map of Loop Hero. But Loop Hero is still tile based and does not require high precision, thus there is a great room for improvement when it comes to controller support.
Finally, Loop Hero requires so little input that it doesn't need keyboard. I'm sure something can be done to make playing with both hands on a controller at least equally efficient, and a lot more comfortable when compared to playing with one hand on a mouse.
maybe u have messed up ur sensitivity but in tile based games a mouse is always the more efficient choise. the only case to prefer controller over mouse is if u wanna sit on a couch.
im not talking about precision but just about accessibility. think about using a controller instead of a mouse on the windows desktop! as long u dont have to press only 4 or less buttons the mouse will always be much more efficient. especially if u have to move things...
with a controller u will always need a bunch of time to move ur cursor where u need it but with mouse u just point where u need it. with the mouse u already have finished the action when u still move ur cursor with the controller.
so stop talking about the controller *can* be more efficent than a mouse or even *can* be "equally" efficient. controller movement is always slower and less efficient. thats just the natural difference between mouse and controller. u cant change physics so just stop to talk like u could!
Suggestion to use controller on Windows desktop is useless because it's not tile based, requires precision and in most cases welcomes keyboard usage.
There's 4 devs I think. And I think we all know how good the explanation system is. So maybe we can all agree that some kind of customized controller support would be fine......as long as it doesn't take away a huge chunk of resources that could be doing additional content?
Since the Steam gui kinda works. And since there's only so much 4 ppl can do. The dev resources is the main point I would think. Any in depth dive on controller precision gui theory pales in comparison. That sounds reasonable right?
After all....if you were asked "Do you want a new Class character to play......or do you want controller support?" I know what I'd pick...