Outer Wilds

Outer Wilds

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CyberShadow Oct 10, 2020 @ 12:58am
Can't bind Jump and Up Thrust to the same button
This seems like an intuitive configuration (like a "double jump"), but it doesn't work. Up Thrust completely overrides the Jump key, meaning you can't jump at all. Even when not wearing a space suit, which leaves you with no way to gain altitude.
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Showing 1-15 of 21 comments
Nert Oct 10, 2020 @ 3:03am 
They work very differently, you also need both to be separate to control whether you're using normal thrust or the large boost (up thrust then hold jump)
lieutenantkirtar Oct 10, 2020 @ 4:17am 
There is an option to change boosted jumps to auto. That might allow you to set them both to the same button.
CyberShadow Oct 10, 2020 @ 4:34am 
Originally posted by Nert:
They work very differently
You can't jump in the air, and Up Thrust while grounded generally has no effect, so there is no conflict.
Originally posted by Nert:
you also need both to be separate to control whether you're using normal thrust or the large boost (up thrust then hold jump)
No, you don't, because boost is a different button.
Originally posted by lieutenantkirtar:
There is an option to change boosted jumps to auto. That might allow you to set them both to the same button.
It doesn't. It does, however, cause you to boosted-up-thrust while on the ground, which is a bit like jumping, but it consumes a lot of fuel, so it would be better if it was possible to do a regular jump, and only do the boosted-up-thrust only if you hit the button a second time.

(Without a space suit, you still can't jump.)
Last edited by CyberShadow; Oct 10, 2020 @ 4:35am
Memory-Leek Oct 11, 2020 @ 2:46pm 
Same issue here. I've bound C as the "jump" key for now, hoping that I won't need it too much (I just started the game). -- Update: it is very much needed, and that makes the game very awkward to play.
Last edited by Memory-Leek; Oct 13, 2020 @ 9:50am
night Oct 12, 2020 @ 7:36pm 
I just bought this and started playing like 30min ago and this is bugging the ♥♥♥♥ out of me
Nert Oct 12, 2020 @ 7:51pm 
They're different buttons that do different things, they're not meant to be the same keybind
Memory-Leek Oct 13, 2020 @ 9:52am 
Originally posted by Nert:
They're different buttons that do different things, they're not meant to be the same keybind

Every single game I've played that features a jetpack has it on the same key as jump, and it works great.
Nert Oct 13, 2020 @ 12:13pm 
Originally posted by Warmashine:
Originally posted by Nert:
They're different buttons that do different things, they're not meant to be the same keybind

Every single game I've played that features a jetpack has it on the same key as jump, and it works great.

Did those games start them out as separate keys? There aren't very many 6DOF jetpack in simulated physics games that I'm aware of

You can't bind forward and jump to the same key and expect it to add auto-vault-over-walls by magic, just because there are other games that feature it. Context sensitivity has to be there by design.
Memory-Leek Oct 13, 2020 @ 4:24pm 
Originally posted by Nert:
Originally posted by Warmashine:

Every single game I've played that features a jetpack has it on the same key as jump, and it works great.

Did those games start them out as separate keys? There aren't very many 6DOF jetpack in simulated physics games that I'm aware of

You can't bind forward and jump to the same key and expect it to add auto-vault-over-walls by magic, just because there are other games that feature it. Context sensitivity has to be there by design.

No one expects it to "work by magic". It very obviously doesn't, since we're here asking for an additional feature to match what every other game does for jetpacks: jump if you're standing, jetpack if you're airborne. The number of independent keybinds and degrees of freedom are completely irrelevant.
Nert Oct 13, 2020 @ 6:48pm 
Originally posted by Warmashine:
No one expects it to "work by magic".

Originally posted by CyberShadow:
it doesn't work. Up Thrust completely overrides the Jump key, meaning you can't jump at all. Even when not wearing a space suit, which leaves you with no way to gain altitude.

Every single comment here has been expecting it to work because you rebound the keys. Not requesting a feature, expecting it and all the context sensitivity it would require to already be there and somehow reachable by conflicting keybindings on purpose.

No game works that way.
CyberShadow Oct 13, 2020 @ 8:47pm 
Originally posted by Nert:
They're different buttons that do different things, they're not meant to be the same keybind
As already explained, there is no conflict.
Originally posted by Nert:
Every single comment here has been expecting it to work because you rebound the keys.
Accomodating more than the default control scheme is not an unreasonable request. It's why games allow rebinding keys in the first place.

Especially note that the game already allows binding multiple actions to the same key (in which case only the binding which makes sense in the current context is used), and, the game already allows performing different actions depending on whether the player character is grounded (Walk Forward or Forward Thrust).
Nert Oct 13, 2020 @ 9:18pm 
Originally posted by CyberShadow:
As already explained, there is no conflict.

Yet again: they are different buttons that do different things. Of course they can conflict.

Can you jump without thrusting? Yes
Can you thrust without jumping? Yes

The result is different whether you thrust with no jump, jump with no thrust, thrust at the start of the jump, thrust at the end of the jump, or anywhere between. Combine with the fact you have different jump strengths and different gravity, combine with whether or not you use the boost on top.

It may be the case you're happy to live without the possibilities, that is a far cry from them not existing.

Originally posted by CyberShadow:
Accomodating more than the default control scheme is not an unreasonable request. It's why games allow rebinding keys in the first place

As I just pointed out, not a single comment here has made such a request. None. No one is going to object to requesting a feature, but it is ridiculous it is to have EXPECTED that rebinding to work.
CyberShadow Oct 13, 2020 @ 9:37pm 
Originally posted by Nert:
The result is different whether you thrust with no jump, jump with no thrust, thrust at the start of the jump, thrust at the end of the jump, or anywhere between. Combine with the fact you have different jump strengths and different gravity, combine with whether or not you use the boost on top.
I see what you mean now. I don't think this is something that is going to affect gameplay as significantly as, say, not being able to up-thrust without boosting, which is an option that's available to players now. Considering that, I don't understand your continued objections against this suggestion.
Originally posted by Nert:
As I just pointed out, not a single comment here has made such a request. None. No one is going to object to requesting a feature, but it is ridiculous it is to have EXPECTED that rebinding to work.
I think you are reading too much into the wording. But, yes, it would be nice if this "just worked", as the other similar settings and binding combinations do, so if the developers find the time to implement this combination, that would be appreciated by players used to similar control schemes.
Memory-Leek Oct 14, 2020 @ 7:08am 
Originally posted by Nert:
As I just pointed out, not a single comment here has made such a request. None. No one is going to object to requesting a feature, but it is ridiculous it is to have EXPECTED that rebinding to work.

By that logic no feature would ever be requested, because no one would expect anything outside of what's already implemented.
Yes, we would have expected that the game provide the standard jetpack controls that we're used to from every other game, especially once it let us bind both controls to the same key and we've seen the optional auto-boost work that way.
Yes, we're aware that this control scheme prevents thrusting from the ground and jumping in mid-air, and we're fine with that because we don't care about the former, we can't perform the latter anyway, and we find impractical to spam press-release-hold cycles on two keys for a basic action when a tap-and-hold would do just as fine as it ever has.
And yes, we understand that if it doesn't actually work that way for now then it's missing a feature and not a chunk of magic. People are not that dumb, you know.
Nert Oct 14, 2020 @ 9:35am 
Originally posted by Warmashine:
By that logic no feature would ever be requested, because no one would expect anything outside of what's already implemented.

Do you ask for coffee by demanding to know why you don't already have it? That's the only possible way the world can work?

Originally posted by Warmashine:
Yes, we would have expected that the game provide the standard jetpack controls that we're used to from every other game

It's not "standard", it's not "in every other game", you don't go to every other game and immediately rebind conflicts into your controls. I ask again, where are all these 6DOF jetpack in simulated physics games you're apparently playing?

Originally posted by Warmashine:
we're aware that this control scheme prevents thrusting from the ground

"there is no conflict."

Originally posted by Warmashine:
we've seen the optional auto-boost work that way

"Here's this option to change how the controls work, I'm going to assume there are more features like that but not in this same options panel, you must have to unlock them by conflicting keybindings!"


Originally posted by Warmashine:
and we're fine with that because we don't care

Originally posted by CyberShadow:
It does, however, cause you to boosted-up-thrust while on the ground, which is a bit like jumping, but it consumes a lot of fuel, so it would be better if it was possible to do a regular jump, and only do the boosted-up-thrust only if you hit the button a second time.

You should be able to understand that "don't care" is not a basis for changing control systems. Actual thought needs to go into the process, what functionality is lost, where might it be important, does it change the difficulty of the game if you lose that fine control, does it change how much fuel you will use.

Just the fact that keyboards aren't analogue controls prompted "this game is best with a controller" and are part of why a certain puzzle works the way it does.

You rebound the key assuming that "jump" wouldn't show up much in a game with full freedom of physics. You are hardly in a position to make informed decisions on whether this change is immediately viable.

So yes, when you expected the keybinding to work, you were expecting magic. If you put in a request, actually make it a request. If accepted someone will have to put a lot of work in, with code, context sensitivity, testing, balancing, to make it happen, it isn't an ON/OFF feature, and they deserve more respect than you're giving.
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Date Posted: Oct 10, 2020 @ 12:58am
Posts: 21