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I think some Japanese developers think that making controls better for PC mouse&keyboard will make controller users angry.
They're probably right - I'd be angry too if I had to use controller, and found out what mouse & keyboard users were already used to.
Moving camera 180 degrees in a fraction of a second instead of like 2 seconds!
Being able to aim without having to overcorrect, or see that the target already moved 2 times since you started the first correction.
Being able to assign dozens of keys instead of just being limited to controller buttons.
So... to avoid making them angry, they make PC controls suck just enough to seem just as bad as controllers.
Which is silly - but so are walled garden environments. So, we end up here.
You just need to create a file for DD2, put the right text in and double click it to activate it before you play the game.
There's a couple of posts on steam which give example scripts. This guide's handy.
- https://steamcommunity.com/sharedfiles/filedetails/?id=3200926370
It looks complex but isn't really. I just cribbed the stuff in that and another post I found, switched the keys round to what i wanted and worked like a charm.
if it helps, what I've ended up (to use the page down, insert, delete etc keys for weapon skills and consumables, and the number pad for pawn commands, heavy attacks etc is -
#Requires AutoHotkey v2.0
#HotIf WinActive("ahk_exe DD2.exe")
Numpad0::Space ;Jump
Numpad1::v ;Heavy Attack
NumpadAdd::x ;Sheathe/Draw
Numpad4::1 ;Go
Numpad7::2 ;To me
~PgDn::
{
Send "{LControl Down}"
Sleep 10
Send "{7 Down}"
Sleep 10
KeyWait("1")
Send "{LControl Up}"
Send "{7 Up}"
}
~End::
{
Send "{LControl Down}"
Sleep 10
Send "{8 Down}"
Sleep 10
KeyWait("2")
Send "{LControl Up}"
Send "{8 Up}"
}
~Delete::
{
Send "{LControl Down}"
Sleep 10
Send "{9 Down}"
Sleep 10
KeyWait("3")
Send "{LControl Up}"
Send "{9 Up}"
}
~PgUp::
{
Send "{LControl Down}"
Sleep 10
Send "{0 Down}"
Sleep 10
KeyWait("4")
Send "{LControl Up}"
Send "{0 Up}"
}
~Home::
{
Send "{LControl Down}"
Sleep 10
Send "{g Down}"
Sleep 10
KeyWait("5")
Send "{LControl Up}"
Send "{g Up}"
}
~Insert::
{
Send "{LControl Down}"
Sleep 10
Send "{t Down}"
Sleep 10
KeyWait("6")
Send "{LControl Up}"
Send "{t Up}"
}
~NumpadMult::
{
Send "{LControl Down}"
Sleep 10
Send "{r Down}"
Sleep 10
KeyWait("7")
Send "{LControl Up}"
Send "{r Up}"
}
Edit - shd say i changed the weapon skills to 7, 8, 9 and 0 in game just to make it easier to remember which was which. Home and insert above are obv health and stamina consumables and lantern on/off. Either way, it's all single click. Thank god.
1
console controllers only has so many direct inputs before a modifier ket is needed (a shift key if you will, Right/Left bumpers etc). This then translates to keyboard where the developer doesn't give PC players brand new shortcuts.
Another factor is the developer thinks console players will 'feel bad' PC players have superior/more shortcuts they don't have. They want 'parity' and not give PC players superior stuff like that.
2
PC keyboard and mouse has the same problem with lack of keys in reach for hypothetically 8 unique attacks. These buttons presses need to be accessible real fast and reaching all across the keyboard by muslce memory alone results in accidental key presses of the wrong key and a longer delay the further away the key is. This already happens with the 1-4 keys above WASD. Not only that but assigning the top 8 buttons for attacks in Japanese action game looks dumb, feels dumb and is dumb anyway hhh.
PC has a solution with buying new hardware, like a side-keyboard thing, and an MMO mouse with 12+buttons. You can rebind keys and have rudimentary macro options built-in, but you'll be using autohotkey anyway.
Keeping the normal keyboard alone from rebinds is necessary when you tab out into a Web Browser/Notepad to write things down and general navigation of the games wiki for info etc.
(I, however, use the vocations-key for the 5th button meanhwhile. I use ctrl. as weapon-switch. I must admit, I still need to get used to, that the main attacks as Archer/Magic Archer is NOT with the weapon-switch, but with the vocation-key... I used to change my setting for those vocations, but this makes it somehow difficult for the warfarer, so I just try to get used to one Key-set. You can asssign up to 4 btw...) You also can assing 2 button per function. And I use this fact for the vocation-key. (Because I have two thumb-button and use on of them as vocation-key. It's a bit weird to use the back and front thumb at once. I prefer the switch on my right hand for that... Using "Q" as secondary vocation-key. That said, it's still possible to use both front and back thumb-buttons at once.)
Of course, if you don't have at least a 5-button-mouse, you should and can try out mods, that change the basic design.
It's like putting a stop sign 2 feet in front of every stop light intersection.
Everyone has to stop at that stop sign. Then they can go 2 feet and either go through the intersection on green, or wait at the red light.
And if you grew up somewhere that this was somehow normal, it wouldn't seem like a big deal. LIke, what's the problem?
But if you see it as the extra step, breaking the flow you know should exist - it's a pretty major dealbreaker.
That's a realy weird comparison. And - at least in Germany - a stop sign at a lighter intersection doesn't function that way. The intersection is the primary order. If that is out of order, the stop sign counts. That's the way it works...
Sorry, but I rather have a switch function for the attacks on my mouse in the heat of combat, instaead of having to use the number keys and be forced to leave my motion-key, because of that. You can use the ctrl. with the short finger, This isn't needed to keep mobile. If you use the number keys, you need to stand still, because you will get knots in your fingers, if you try to move forward while hitting a humber-key... (and you have other attack-animations, if you move forward, while using attacks. You also have to move with some vocations, while using attacks. Sure, some force you to stand still, but a lot of are able to be use while mobile...)
I realy think, it's way better, if you are able to attack with the right hand, while being able to move with the left... And a switch enables that. Not only for 2 or 3 attacks, but for at least 7... (or 6 in case of this game, at least for most vocations: light, heavy and 4 weapon-skills.) If you use the thumb, you can even only use your mouse for all attacks... But as I said, it's nessecary ot hit two thumb-buttons at once, then.
It's also easier than to remember combo-moves, to access special attacks. (like in Darksiders, for example.) But needing to use the number keys in a thrid person action-game,...? I don't think, that would be a realy good design.
BTW: DDDA has even TWO switches. One for the main and on for the secondary weapon (or skills, in case of th staff-wielders...) It doesn't have a vocaton-key, however.
Um, it's obv not going to be so i suspect you'll have a long wait. If you're just looking to rag on capcom / the game, knock yourself out. If this is actually the thing stopping you playing though, it's a bit silly. Annoying as it is to have to fix this yourself, it's very easy. With no prior knowledge / expertise it took me less than 10 minutes. Frankly, it would have been 5 if I hadn't had to log into the game twice to check the default keys. Your call tho. .
It may well be but the man has a point. It's an entirely unnecessary extra step on mouse and keyboard. I have
- 4 arrow keys,
- 12 function keys,
- 10 number keys,
- 26 letter keys,
- 20 keys on the numberpad
- another 24 slightly random keys lurking around. Some of which i don't think I've ever pressed.
I am really NOT short of keys to the point that I need to use the same one twice with a modifier key.
I do simply because Im an arrow key player. But the set up I'm using automatically diables the autohotkey script when I alt-tab out of the game. According to the guide I linked, "This script will only work while your focused windows is Dragon's Dogma 2. The script will not work when you alt-tab to another window. It will resume working whenever you alt tab back to the game though, so no need to reload or relaunch it." I assum,e (but it's all greekl to me) that it's the command "#HotIf WinActive("ahk_exe DD2.exe")" that does that.
Indeed - the weirdness is entirely the point. It's supposed to be an example of an unnecessary thing, after all, that somehow deserves equal respect even when placed out of context. And it's not a stop sign at a lighted intersection - it's two feet before. And you're supposed to obey it independently, you see.
Sure - that might not make much sense to either of our sensibilities - but we don't appreciate the comfortable "couch feel" of having to stop at least once before every intersection, and wait for every other car to also stop, before they can get to the intersection ahead of us.
It's matching with the idea that controller limitations are perfectly valid to put on k&m when on PC. It's just an itty little unnecessary step you can ignore after all! It only happens every time you use a skill!
You could do that, but it's simply not as good with the additional hardware of a side gaming keyboard and an mmo mouse.
Why should PC users have to do that, just to fix a ludicrously stupid implementation of keyboard control? If that was the best system the Devs could come up with, as an alternative to doing what every other game does as standard, they should just admit their incompetence and give up making games.
As it happens, I already own a Nostromo programmable, multifunction keypad for the left hand and a 12-button mouse. I use them to tweak a game's controls to my personal preferences, but I'm not using either just to fix this game's ineptitude so that it becomes playable.