Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem

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Michael Aug 4, 2022 @ 6:09pm
2
Controller feedback and questions
So, while I'm pleased that controller support has FINALLY been added, there are quite a few issues with it.

1. The primary attack seems to be permanently bound to the right trigger. This is an extremely odd choice. Is there truly no way at all to re-map the buttons? In every ARPG ever made, the primary attack is always either the A button or the X button, and I'm finding myself struggling to get used to the change.

2. There is NO DEAD ZONE SLIDER. Setting up a dead zone is absolutely essential for proper analog support. There is CONSTANT DRIFT with how it is right now.

3. When turning your character, the turns aren't even slightly smooth. You can clearly see each individual "mouse click" whenever you rotate the stick in any given direction. It gives the appearance of very low frame rate, when it's not the frames at all - it's a poorly implemented digital mapping onto analog. (I seriously thought my graphics card was struggling at first. It's not. It's the character movement. Walking in a straight direction is fine. Turning is not.)

4. No camera function. Traditionally, the right stick should be able to zoom the camera in and out. Instead, you have the dodge roll there. It would be very nice if we could choose what to put there ourselves. The best solution would likely be to have one of the triggers act as a modifier for the stick. One mode for camera, one mode for dodging.

I've tried solving these issues by creating a hybrid profile via Steam, but because of how the new UI is controlled, changing the inputs around via Steam just makes things even more of a mess.

Can we please at least have the ability to re-bind standard game functions ourselves? Pretty please?

Or at the very least, is there a way to move the main attack to something else? We're able to put secondary skills wherever we like. Can we not simply move the primary to another slot like the other skills?

_______
Update:

I've taken the liberty of creating a Steam profile that largely addresses many of the issues listed above. This profile was made specifically for an old wired Xbox 360 controller, but should still work with similar devices.

What this does is it mostly leaves the native input alone, but a couple of tweaks have been made.

1. The dead-zone of the left analog stick has been slightly increased to prevent drift. This seems to cure the drifting problem completely.

2. Camera zoom has been added to the right stick by holding down LB at the same time. (Not a true analog motion, but it gets the job done.) Without holding LB, the dodge roll functions as normal.

3. The X button and the right trigger have been swapped. Now, your primary attack is on X. As a result however, you'll have to remind yourself of this swap when you're interacting with menus.

Feel free to give it a try if you like. I know that some people experience issues when enabling Steam input when a game supports a controller natively, but so far I haven't encountered any problems with it. Of course everyone's results may vary.

I feel it's important to remind the developer however that this in no way affects the "stuttering" effect you see when turning your character. The stuttering occurs regardless of whether Steam input is enabled or not. (You can see precisely each turning interval when you rotate the stick in any direction.)

At any rate, this feels like an acceptable work-around for now until in-game controller support is tweaked a bit more. Feel free to play around with it, and if you don't like the primary attack on X, just stick the RT function wherever you like.

steam://controllerconfig/424370/2845119626

______
Update:

One more issue to add that cannot be resolved on our own, and it's a major one. The pathing is definitely becoming a problem.

There are so many chests and other objects that are impossible to reach or interact with. Additionally, the pathing issue is leading to spots where your character can become stuck by walking off the map completely.
https://steamcommunity.com/sharedfiles/filedetails/?id=2845225724
Last edited by Michael; Aug 9, 2022 @ 3:43pm
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Showing 1-15 of 31 comments
cingetorixhelvetti Aug 4, 2022 @ 7:48pm 
I didn't know that controller support was added, finally I can play the game
CT-99 STRIKER Aug 4, 2022 @ 8:20pm 
Originally posted by Michael:
So, while I'm pleased that controller support has FINALLY been added, there are quite a few issues with it.

1. The primary attack seems to be permanently bound to the right trigger. This is an extremely odd choice. Is there truly no way at all to re-map the buttons? In every ARPG ever made, the primary attack is always either the A button or the X button, and I'm finding myself struggling to get used to the change.

2. There is NO DEAD ZONE SLIDER. Setting up a dead zone is absolutely essential for proper analog support. There is CONSTANT DRIFT with how it is right now.

3. When turning your character, the turns aren't even slightly smooth. You can clearly see each individual "mouse click" whenever you rotate the stick in any given direction. It gives the appearance of very low frame rate, when it's not the frames at all - it's a poorly implemented digital mapping onto analog. (I seriously thought my graphics card was struggling at first. It's not. It's the character movement. Walking in a straight direction is fine. Turning is not.)

4. No camera function. Traditionally, the right stick should be able to zoom the camera in and out. Instead, you have the dodge roll there. It would be very nice if we could choose what to put there ourselves. The best solution would likely be to have one of the triggers act as a modifier for the stick. One mode for camera, one mode for dodging.

I've tried solving these issues by creating a hybrid profile via Steam, but because of how the new UI is controlled, changing the inputs around via Steam just makes things even more of a mess.

Can we please at least have the ability to re-bind standard game functions ourselves? Pretty please?

Or at the very least, is there a way to move the main attack to something else? We're able to put secondary skills wherever we like. Can we not simply move the primary to another slot like the other skills?

We're playing different game versions, there is so much bollocks on this post, that not even the hoover dam could keep them all.

So much debunkable stuff here that would end on a post bigger than G.R.R,Martin books, not even worth the time......

Have fun whinning :47_thumb_up:


Originally posted by Cingetorix:
I didn't know that controller support was added, finally I can play the game

Any controller, but mostly is recommend steam or xbox one, however do not use "steam input" as default. Trust me.... set to default settingsto have it working right.
Last edited by CT-99 STRIKER; Aug 4, 2022 @ 8:20pm
Michael Aug 4, 2022 @ 8:23pm 
Originally posted by Ice Bear:
Originally posted by Michael:
So, while I'm pleased that controller support has FINALLY been added, there are quite a few issues with it.

1. The primary attack seems to be permanently bound to the right trigger. This is an extremely odd choice. Is there truly no way at all to re-map the buttons? In every ARPG ever made, the primary attack is always either the A button or the X button, and I'm finding myself struggling to get used to the change.

2. There is NO DEAD ZONE SLIDER. Setting up a dead zone is absolutely essential for proper analog support. There is CONSTANT DRIFT with how it is right now.

3. When turning your character, the turns aren't even slightly smooth. You can clearly see each individual "mouse click" whenever you rotate the stick in any given direction. It gives the appearance of very low frame rate, when it's not the frames at all - it's a poorly implemented digital mapping onto analog. (I seriously thought my graphics card was struggling at first. It's not. It's the character movement. Walking in a straight direction is fine. Turning is not.)

4. No camera function. Traditionally, the right stick should be able to zoom the camera in and out. Instead, you have the dodge roll there. It would be very nice if we could choose what to put there ourselves. The best solution would likely be to have one of the triggers act as a modifier for the stick. One mode for camera, one mode for dodging.

I've tried solving these issues by creating a hybrid profile via Steam, but because of how the new UI is controlled, changing the inputs around via Steam just makes things even more of a mess.

Can we please at least have the ability to re-bind standard game functions ourselves? Pretty please?

Or at the very least, is there a way to move the main attack to something else? We're able to put secondary skills wherever we like. Can we not simply move the primary to another slot like the other skills?

We're playing different game versions, there is so much bollocks on this post, that not even the hoover dam could keep them all.

So much debunkable stuff here that would end on a post bigger than G.R.R,Martin books, not even worth the time......

Have fun whinning :47_thumb_up:
Very constructive and immensely helpful. A credit to the Steam community as always.
Thank you.
kiplring Aug 4, 2022 @ 8:55pm 
Originally posted by Michael:
3. When turning your character, the turns aren't even slightly smooth. You can clearly see each individual "mouse click" whenever you rotate the stick in any given direction. It gives the appearance of very low frame rate, when it's not the frames at all - it's a poorly implemented digital mapping onto analog. (I seriously thought my graphics card was struggling at first. It's not. It's the character movement. Walking in a straight direction is fine. Turning is not.)

+++ I do think so. +++
Last edited by kiplring; Aug 4, 2022 @ 8:56pm
Mike1304 Aug 5, 2022 @ 2:04am 
I tried the game now that it has gamepad support, but unfortunately with my wireless "Xbox One Controller for Windows" (which works flawlessly in almost all my other games) I can't move up or right, my character always moves to the left or down on the screen. In the menu I can move the cursor with the thumbsticks correctly though. So this makes the game unplayable for me with my gamepad. Any ideas?
Last edited by Mike1304; Aug 5, 2022 @ 2:05am
Tyber  [developer] Aug 5, 2022 @ 2:05am 
Originally posted by Mike1304:
I tried the game now that it has gamepad support, but unfortunately with my wireless "Xbox One Controller for Windows" (which works flawlessly in almost all my other games) I can't move up or right, my character always moves to the left or down on the screen. In the menu I can move the curser with the thumbsticks correctly though. So this makes the game unplayable for me with my gamepad. Any ideas?

What resolution are you running? Is it by any chance widescreen?
Mike1304 Aug 5, 2022 @ 2:07am 
Originally posted by Tyber:
Originally posted by Mike1304:
I tried the game now that it has gamepad support, but unfortunately with my wireless "Xbox One Controller for Windows" (which works flawlessly in almost all my other games) I can't move up or right, my character always moves to the left or down on the screen. In the menu I can move the curser with the thumbsticks correctly though. So this makes the game unplayable for me with my gamepad. Any ideas?

What resolution are you running? Is it by any chance widescreen?
Wow that was a fast response! I play in 4K resolution on a quite huge 16:9 gaming monitor.
Tyber  [developer] Aug 5, 2022 @ 2:16am 
Originally posted by Mike1304:
Originally posted by Tyber:

What resolution are you running? Is it by any chance widescreen?
Wow that was a fast response! I play in 4K resolution on a quite huge 16:9 gaming monitor.

I've had reports of movement issues on Widescreen, but I think you're the first 16:9. To rule out some Steam controller issues, would you mind right-clicking Wolcen in your Steam games list, going to Properties, the Controller tab, and then selecting 'Disable Steam Input'.
Tyber  [developer] Aug 5, 2022 @ 2:33am 
Originally posted by Michael:
So, while I'm pleased that controller support has FINALLY been added, there are quite a few issues with it.

1. The primary attack seems to be permanently bound to the right trigger. This is an extremely odd choice. Is there truly no way at all to re-map the buttons? In every ARPG ever made, the primary attack is always either the A button or the X button, and I'm finding myself struggling to get used to the change.

Apologies! I originally came to this thread to reply to you but got waylaid. Thank you for your feedback; I'll pass it on to the appropriate parties!

In regards to rebinding controller inputs, that functionality is in development and will be added at a later date!

*EDIT*

To add to that, I've been told we do plan to implement deadzone adjustment, but there is no ETA for now.
Last edited by Tyber; Aug 5, 2022 @ 5:51am
Mike1304 Aug 5, 2022 @ 2:37am 
Originally posted by Tyber:
Originally posted by Mike1304:
Wow that was a fast response! I play in 4K resolution on a quite huge 16:9 gaming monitor.

I've had reports of movement issues on Widescreen, but I think you're the first 16:9. To rule out some Steam controller issues, would you mind right-clicking Wolcen in your Steam games list, going to Properties, the Controller tab, and then selecting 'Disable Steam Input'.
Wow, your support isn't only fast it's also very good! Thank you! This solved my problem. I changed to "Disable Steam Input" and now it works flawlessly. Didn't fiddle with this setting in all my other games though. What is this "Steam Input" setting for by the way? Should I change this setting for all other games too (do I have to right click on all my other games in the library or is there a general setting? Or should I leave it and only change it for games like this where it doesn't work out of the box for me?

I really appreciate the controller support. Although I'm not a console player but a PC player I still like gamepad more than mouse+keyboard... ;-)

Only complaint for this game is that it is a bit too much zoomed in and I really would like a wider FOV. I would like to see more of the surroundings and would be happy if it was possible to zoom out a bit more... :-)

Thank you for your great support!
CoTTo Aug 5, 2022 @ 4:50am 
Originally posted by Mike1304:
Originally posted by Tyber:

I've had reports of movement issues on Widescreen, but I think you're the first 16:9. To rule out some Steam controller issues, would you mind right-clicking Wolcen in your Steam games list, going to Properties, the Controller tab, and then selecting 'Disable Steam Input'.
Wow, your support isn't only fast it's also very good! Thank you! This solved my problem. I changed to "Disable Steam Input" and now it works flawlessly. Didn't fiddle with this setting in all my other games though. What is this "Steam Input" setting for by the way? Should I change this setting for all other games too (do I have to right click on all my other games in the library or is there a general setting? Or should I leave it and only change it for games like this where it doesn't work out of the box for me?

I really appreciate the controller support. Although I'm not a console player but a PC player I still like gamepad more than mouse+keyboard... ;-)

Only complaint for this game is that it is a bit too much zoomed in and I really would like a wider FOV. I would like to see more of the surroundings and would be happy if it was possible to zoom out a bit more... :-)

Thank you for your great support!

Hey :)
Steam input provides steam controller layouts for games, which havn't a controller support.
So Steam is doing the button mapping :)

So, that setting can causes issues with controllers, when the game gets an official controller support.
Last edited by CoTTo; Aug 5, 2022 @ 4:52am
Mike1304 Aug 5, 2022 @ 9:45am 
Originally posted by CoTTo:
Originally posted by Mike1304:
Wow, your support isn't only fast it's also very good! Thank you! This solved my problem. I changed to "Disable Steam Input" and now it works flawlessly. Didn't fiddle with this setting in all my other games though. What is this "Steam Input" setting for by the way? Should I change this setting for all other games too (do I have to right click on all my other games in the library or is there a general setting? Or should I leave it and only change it for games like this where it doesn't work out of the box for me?

I really appreciate the controller support. Although I'm not a console player but a PC player I still like gamepad more than mouse+keyboard... ;-)

Only complaint for this game is that it is a bit too much zoomed in and I really would like a wider FOV. I would like to see more of the surroundings and would be happy if it was possible to zoom out a bit more... :-)

Thank you for your great support!

Hey :)
Steam input provides steam controller layouts for games, which havn't a controller support.
So Steam is doing the button mapping :)

So, that setting can causes issues with controllers, when the game gets an official controller support.
Thanks. I haven’t touched this before and it even wasn’t on “enable Steam Input”, it was only on default/standard setting.
But with “disable” it works like a charm now! Thank you! Really great support here!
Michael Aug 5, 2022 @ 11:37am 
Originally posted by Tyber:
Originally posted by Michael:
So, while I'm pleased that controller support has FINALLY been added, there are quite a few issues with it.

1. The primary attack seems to be permanently bound to the right trigger. This is an extremely odd choice. Is there truly no way at all to re-map the buttons? In every ARPG ever made, the primary attack is always either the A button or the X button, and I'm finding myself struggling to get used to the change.

Apologies! I originally came to this thread to reply to you but got waylaid. Thank you for your feedback; I'll pass it on to the appropriate parties!

In regards to rebinding controller inputs, that functionality is in development and will be added at a later date!

*EDIT*

To add to that, I've been told we do plan to implement deadzone adjustment, but there is no ETA for now.
Thank you very much for responding. I'm relieved to hear that controller features are still getting tweaked. I greatly appreciate it.

So far, despite what I mentioned in the original post, I'm enjoying the game a great deal. (Especially now that I physically CAN enjoy it.) The drift is at least partially tolerable, and I'm able to use Steam to mitigate many of the listed issues. In the case of the UI labels, at this point it's a matter of having to remind my brain which buttons have been switched around.

For clarity, I'm using a wired 360 controller. The issues I listed are with Steam input completely disabled. Enabling Steam input and re-binding through the overlay doesn't seem to cause any problems thus far (at least not with my 360 controller), other than a lot of UI confusion. I'm going to tweak the Steam overlay a bit to see if maybe that can resolve a bit of the analog drift, since the game itself doesn't let you yet.

I was also able to use Steam to bind camera zoom onto the right stick, but it only works in pre-set intervals rather than a proper analog zoom.

At any rate, thank you again. I look forward to future updates. Great game so far.
Last edited by Michael; Aug 5, 2022 @ 11:46am
Michael Aug 5, 2022 @ 12:47pm 
Okay, a quick update on this.

I've taken the liberty of creating a profile that largely addresses many of the issues listed above. This profile was made specifically for an old wired Xbox 360 controller, but should still work with similar devices.

What this does is it mostly leaves the native input alone, but a couple of tweaks have been made.

1. The dead-zone of the left analog stick has been slightly increased to prevent drift. This seems to cure the drifting problem completely.

2. Camera zoom has been added to the right stick by holding down LB at the same time. (Not a true analog motion, but it gets the job done.) Without holding LB, the dodge roll functions as normal.

3. The X button and the right trigger have been swapped. Now, your primary attack is on X. As a result however, you'll have to remind yourself of this swap when you're interacting with menus.

Feel free to give it a try if you like. I know that some people experience issues when enabling Steam input when a game supports a controller natively, but so far I haven't encountered any problems with it. Of course everyone's results may vary.

I feel it's important to remind the developer however that this in no way affects the "stuttering" effect you see when turning your character. The stuttering occurs regardless of whether Steam input is enabled or not. (You can see precisely each turning interval when you rotate the stick in any direction.)

At any rate, this feels like an acceptable work-around for now until in-game controller support is tweaked a bit more. Feel free to play around with it, and if you don't like the primary attack on X, just stick the RT function wherever you like.

steam://controllerconfig/424370/2845119626
Last edited by Michael; Aug 5, 2022 @ 12:54pm
Mike1304 Aug 5, 2022 @ 11:37pm 
Originally posted by Michael:
Okay, a quick update on this.

I've taken the liberty of creating a profile that largely addresses many of the issues listed above. This profile was made specifically for an old wired Xbox 360 controller, but should still work with similar devices.

What this does is it mostly leaves the native input alone, but a couple of tweaks have been made.

1. The dead-zone of the left analog stick has been slightly increased to prevent drift. This seems to cure the drifting problem completely.

2. Camera zoom has been added to the right stick by holding down LB at the same time. (Not a true analog motion, but it gets the job done.) Without holding LB, the dodge roll functions as normal.

3. The X button and the right trigger have been swapped. Now, your primary attack is on X. As a result however, you'll have to remind yourself of this swap when you're interacting with menus.

Feel free to give it a try if you like. I know that some people experience issues when enabling Steam input when a game supports a controller natively, but so far I haven't encountered any problems with it. Of course everyone's results may vary.

I feel it's important to remind the developer however that this in no way affects the "stuttering" effect you see when turning your character. The stuttering occurs regardless of whether Steam input is enabled or not. (You can see precisely each turning interval when you rotate the stick in any direction.)

At any rate, this feels like an acceptable work-around for now until in-game controller support is tweaked a bit more. Feel free to play around with it, and if you don't like the primary attack on X, just stick the RT function wherever you like.

steam://controllerconfig/424370/2845119626
I can confirm the stuttering movement animation when you turn your character with the thumb stick. Devs need to fix this IMHO as it looks a bit strange and distracting.

Concerning your efforts to bind zoom to right thumb stick: normally I would love to use this function too but in this game the camera is too much zoomed in for me so that I always leave it at maximum zoom (which is still not enough for my liking). The zoom function on the right thumb stick unfortunately makes no sense for me as I always would want to use it to zoom out a bit more but the game won’t let me and I would never have the idea to use it to zoom IN even more… ;-)
Last edited by Mike1304; Aug 5, 2022 @ 11:38pm
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Date Posted: Aug 4, 2022 @ 6:09pm
Posts: 31