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I also play Elite Dangerous, with HOTAS, I consider these two games completely different fruits.
I keep meaning to get around to Elite, but I'm a mouse and keyboard only kind of player, and I get lazy about learning new games if they're too involved. It looks worth the effort though- especially since I don't want to buy Star Citizen until it's in some kind of 1.0 state, and it looks like that'll be a long, long time, if ever.
i use a keypad (razor tartarus v2) and an MMO mouse (ROCCAT Nyth) so i can set different keys for the controls.
the game controls are a pain in the B.
you cant even strafe the ship left right up down. ...
About the only problem is the lack of rebinding all the hotkeys. The moving around thing is lretty common polish in games these days.
I don't use the mouse to navigate menus often anymore. It has become very intuitive to me and I love the menus.
A game that has a screen non-cluttered with menus is always good. I think NMS does that very well and once you are familiar with the menu design and the short-cuts committed to memory, the GUI really works well. You don't actually need a GUI to play and can turn off the on screen icons in the options screen. Relying on audio and in game ship menus etc the landscapes and experience become really fun.
Some of the text interaction questions could maybe use a smaller text font maybe. And you're right about cancelling requests and interactions could be more refined.
TIP:
You can actually zip through text screens really quickly by pressing right or left mouse (I forget which) Having completed the game this is a real time saver. You can also click through landing screens too avoiding the 'cut scene widescreen black bands'
Playing a lot of different games will always end up being frustrating swapping between GUIs. Extended play of one title always becomes easier once familiar with the quirks. But a new user should always be listened too as their frustrations can sometimes throw up alternative solutions to better design. But there may be reasons for a design quirk the new user has not yet encountered and will make sense and easier game play much later in their journey.
That said a long time player of any game who know the controls will understand the decisions made in the GUI design and why they are there. They will arguably help provide the best feedback for improved GUI development. I think Hello Games do this quite well. Hopefully they will continue tinkering with the menus that don't work as fluidly as perhaps they might. At the moment though I think with the current update things work quite well.
The difficult menu for me is the building selection screens. They do work best with a controller but there is a LOT of clicking to find stuff. It would be helpful to maybe customise a most recent selection items or exclude items not used very much.
WASD to move on foot, but mouse direction only in flight.
"tethered" rubber band flight control as a default, but still sloppy as hell even when changed to the far more sensible 'locked' setting.
Dropping all the way out of NPC dialogue menus after many (but not all) transactions.
Escaping out of a menu requires esc, E, or M, depending on what screen you're on.
Click, click, click through needless, repetitive color dialogue that feels like it was written by someone killing time while they were sitting on the pot. Click click click to select anything in base construction.
There's actually a lot I'm finding to like about this game. But the interface was either designed by a committee, or by some evil sadist who likes effing around with the players.
Though I may have disagreed my first day or two, I love the menus now and wouldn't change them. (Especially when compared to the menus of most other game in this genre and with this level of inventory management)
https://steamcommunity.com/app/275850/discussions/1/1471967615888254926/
and here is a bug in game which places base objects automatically when using the up arrow key to select them. it can be avoided using the select key instead. mine is F
https://steamcommunity.com/app/275850/discussions/0/1762481957318201738/
This is default for flight sims.
Default for flight sims. The old mode IS the console mode. Mice have to move and we dont have infinite mousepads. Everything but NMS and Planetside 2 works the way tethered does.
Nothing to do with console or pc. Just bad UI flow.
Again. Nothing to do with console or pc. Just bad consistancy for button bindings.
Organization saves time. You will appreciate it once you gain muscle memory. But again. Nothing to do with console or pc.
I never said it was good. I just said it was primarily designed for pc. Still is. Its cursor based. There are hot keys for everything. The hold to action thing, despite popular belief, is a PC invention. A lot more mislicks than mis button prresses on the controller. As you fingers rest on the thumbsticks on controller while on pc its left click and right click. Although ill agree the hold time could be halved. It cant take that long to register a misclick.
just found out that you can hotkey the quickmenu.
CTRL + 0-9 but somehow its buggy.
when i want to refill my stuff, it sometimes uses the first resource in the list automatically. so when it does that i have to rebind that. -> binding is CTRL + 0 for example and when it starts to use resources i have to use CTRL + 0 again. so i have bound CTRL + 0 to my mouse instead of just 0.