We Happy Few

We Happy Few

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LadyGrrimm Sep 16, 2016 @ 6:56pm
Controller/Mouse & Keyboard Suggestion
This is definitely not a pivotal suggestion, but I do think I might help with ease of use for people who go back and forth between controller and mouse & keyboard. The way I'm set up, it's a pain in the @$$ to continuously unplug my controller and plug it back in. It involves a level of crawling and squeezing between stuff while feeling around blindly. I have tried to just leave it plugged in and play mouse/keyboard but then the game asks for controller input.

With all of this in mind, would you (the devs) consider adding a controller toggle in the options? Something so that other players like myself can switch around easier? If so, that would be fantastic! If not, I'll live :)
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Showing 1-7 of 7 comments
jimbow86 Sep 16, 2016 @ 7:48pm 
That would be nice, please
wbk Sep 17, 2016 @ 1:33am 
I have multiple XBox360 controllers plugged in to my PC always, and for every build I have personally tried of this game I can switch between keyboard/mouse and gamepad whenever I want simply by using them while the game is running or in the menu.

So at least for me if I wanted to use a gamepad I don't have to unplug/replug anything? (Not that I play it with the gamepad actually as I much prefer keyboard/mouse controls for first person views).

Maybe your PC setup is somehow different? Mine is Windows 7 64bit OS if that helps with standard wired original 360 gamepads.
LadyGrrimm Sep 17, 2016 @ 6:16am 
wbk, other games I play, I use the controller for. For WHF, I don't. I prefer keyboard and mouse. If I set my controller aside and play WHF while keeping it plugged in, WHF will switch back and forth between requiring keyboard/mouse input and requiring controller input. My impression was that it's because WHF reads that my controller plugs in and *thinks* I want to play with it when it doesn't get a keyboard/mouse input.

For example, I'll be using my keyboard and mouse, running around the first island, exploring, and stop in front of a rubble pile. As soon as I stop pushing a key or moving my mouse, its prompts for key pressing turn to controller input, not keyboard/mouse.

I use Windows 10 64bit, but, honestly, I don't really understand how my OS can be having such an affect, especially seeing as how I don't come across this with every game I play. Maybe only one or two others.
wbk Sep 18, 2016 @ 3:06am 
To me it sounds like it could be the deadzone on your gamepad. Sometimes you may think the gamepad stick is in a 'neutral' position when you are not touching it but in fact it's slightly off centre and so detected as being used and 'sending' an input signal to the game.

My gamepads actually do that sometimes, and every gamepad is different, and the deadzones can change over time due to usage etc. There is usually a semi-standard stick dead zone used for 360 controllers via XInput (which Unreal Engine uses I believe for 360 controllers) that I suspect is being used but it may not always be correct for all people.

Not sure if Unreal Engine has the gamepad deadzone configurable via a .INI file or whatever but before even going that far: I suggest try moving the gamepad sticks until you are sure they are centred when you put the gamepad down on a flat surface and see if that fixes it.

Also if you have the gamepad resting on the same surface as your keyboard and mouse combo, and that surface carries vibrations across to the gamepad - especially if you are busy violently thwacking Wellies with pointy sticks etc - it is possible the vibrations may wobble/move the gamepad stick. So try putting the gamepad on a different surface where that is less likely to happen too.

The OS thing is just that it may help the developers track the problem if it was specific to you, and for input devices like gamepads the OS version and gamepad type (I assume standard 360 controller) are the first relevant bits of information that can help.
Last edited by wbk; Sep 18, 2016 @ 3:14am
LadyGrrimm Sep 18, 2016 @ 10:07am 
Yea, it is a standard 360 controller.

I have always suspected it of being off point with calibration but can't do anything about it now that I haven't already tried. With the exception of unplugging the controller which, as mentioned, is a pain in the @$$ to do.

As for vibrations, if a game I play is making my controller vibrate, I either shut vibrate off or move it to the table next to me. :)

I really don't mean to sound rude or ungrateful, but I'm not looking for debugging. I just figured I would suggest an in-game controller toggle. It seems like it would be useful in various circumstances. I don't doubt that my controller is dysfunctional in some form, but not enough to have to worry about fixing it. If devs don't add it, I'll live :D And still play the game :D
wbk Sep 19, 2016 @ 3:38am 
No problem, I wasn't sure if it was something you might not be aware of. I don't think your suggestion is a bad one btw - I think it's definitely a nicety that would be good across all games not just this one, but switched off by default.
seleste Sep 20, 2016 @ 7:21am 
Yeah, I have both a Xbox One and Xbox 360 controller connected to my workstation at all times and the game only switches to controller prompts when I actually input something.

The automatic adaptation might be a bit sensitive, though, so I'll do a pass on that and might as well add a "Automatic / Controller / Keyboard+Mouse" option while I'm at it.
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Date Posted: Sep 16, 2016 @ 6:56pm
Posts: 7