Hot Dogs, Horseshoes & Hand Grenades

Hot Dogs, Horseshoes & Hand Grenades

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oruga May 19, 2022 @ 3:00pm
Better Streamlined Controls
As said time and time again, this game's control scheme is made for the Vive Wands. But the new(ish) streamlined control scheme makes a solid effort to adapt the unique controls of the Wands to the Rift, albeit at loss of some functionality.

My proposal for a best-of-both-worlds control scheme (which is not feasable to just set up as a SteamVR controller config) is to put the sticks on double-duty for both movement and gun control, with clicking the stick marking the difference between the two.

Basically as follows:
The sticks do movement the same way as in streamlined controls, one for movement and the other for turning. Clicking and holding on either stick then turns it to gun controlling mode for the duration you hold the stick down for, allowing the full, intended, control over firearms. This also frees the AB/XY buttons for whatever one needs, such as snapturning or the range grab that pressing on the sticks normally makes. To sprint, both sticks could be held forwards, and jumping would be down on the look stick.

This solves all the issues I have with both control schemes, where it is either cumbersome to move and interact at the same time (armswinger takes my hands away from interacting with objects, toggling between twinstick takes away gun control, teleport gives me motion sickness, single stick is awkward).

Please let me know what you think.
Originally posted by [RUST]Grumplestiltskin:
Because we have finite time and resources and not every single system and design decision is open for debate or revision forever.
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Showing 1-5 of 5 comments
[RUST]Grumplestiltskin  [developer] May 19, 2022 @ 3:06pm 
We are not authoring another control scheme for the game.
Marstruc May 19, 2022 @ 3:14pm 
Then you're dealing with undue wear on the thumbsticks, etc. Something which people continue to complain about even now.
Also, what if someone is unable to continue pressing down on the thumbstick while trying to perform weapon functions, say because their thumbs have gotten fatigued from trying to do it?
Or if someone wants to move but accidentally clicks in the thumbstick?

As it stands, streamlined strips out the controls you don't need to work a weapon. Everything you need is there. Classic has some additional functions that are either fun, useful, or just correct for simulating misc. functions of each firearm.

Given Anton has also gone on record before saying he's not going to be adding any new control schemes or changing input systems unless he needs to... (EDIT: especially in this thread as I was writing this!) Yeah, I don't think this is gonna happen any time soon, if ever.
Last edited by Marstruc; May 19, 2022 @ 3:15pm
oruga May 19, 2022 @ 5:44pm 
Originally posted by Marstruc:
-- snip --
I'm not super worried about wear on my control sticks, and the discomfort varies per person. The alternatives would still exist if this scheme doesn't work for a particular person. And because this proposed hybrid scheme introduces bindings for both touchpad control and movement control on the same scheme, it could be remapped using the SteamVR controller bindings to a user's liking. The closest thing I could get to this scheme using the existing standard layout as a base was cumbersome due to needing a toggle to move rather than a press and hold.

I personally see the additional functions as a very important part of the game, as I not only enjoy the slightly better immersion of the directional input making sense with the action (sliding switches to the right by clicking left, flicking the match on), but also enjoy the extra functionality even if that is unnecessary. I suggest this as a solution to my particular set of problems.

I also didn't know there was a hard 'no' on additional control schemes. Is there a reason for this? I think that controls are one of the most fundamentally important part of a games enjoyability, and shouldn't be overlooked or settled on.
Last edited by oruga; May 19, 2022 @ 5:57pm
oruga May 19, 2022 @ 5:45pm 
Originally posted by RUSTGrumplestiltskin:
We are not authoring another control scheme for the game.
Thanks for the reply. Is there a reason for this? I had trouble finding one in other discussions.
The author of this thread has indicated that this post answers the original topic.
[RUST]Grumplestiltskin  [developer] May 19, 2022 @ 6:08pm 
Because we have finite time and resources and not every single system and design decision is open for debate or revision forever.
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Date Posted: May 19, 2022 @ 3:00pm
Posts: 5