Controller

Fix is also in the pipe for that.

My goal is to get you parity with the KBM binds that have already shipped.

After that, some "grouped" Actions so that you don't have to bind eleventy billion actions to "A". These will be used in our Official Config, but we still want to give power users the ability to remix any way they like.

>one thing i noticed is on xbox series x controller there is no hotkey built in for selecting abilities to upgrade
Yep, on the way, as with the above.

>There is currently no bind for upgrading abilities on controller directly but you can do it by just holding the Scoreboard and the using an ability. That's how I've been doing it for the most part. (You can also click on the abilities to upgrade them if you have free cursor)

Cool. You'll still be able to do it this way. The UpgradeAbility# binds will just give direct access.
Amazing to hear. Can't wait!
 
It's nice to see dev talk about controller gameplay in particular. Unsolicited thoughts on the subject: with enough tweaking, it's entirely possible to access to (nearly) all core gameplay functions on a modern controller, even one which lacks gyro input and/or any extra button (e.g. 'screenshot')... Though, to be fair, it is often very difficult to keep up with KBM players, particularly w/r/t soul orbs. It goes without saying that this much is a personal problem and skill issue. Nevertheless, on such basic controllers it's effectively mandatory to use overlapping binds and button chording in order to have immediate simultaneous access to: full movement with precision crouching, full melee, on-demand reload, and on-the-fly ability upgrading -- all while avoiding the input latency caused by overlapping <Double Press> keybinds. It's tricky, but it's possible.

Another (more important) remark: I found it surprisingly difficult to arrange for quick access into/out of the shop interface. This was because Steam Input switches to [Menu Controls] immediately after opening the shop, and vice versa vis-a-vis closing shop // [In-Game Controls]. It took much longer than expected to somehow prevent the initial shop-opening input from also closing the shop, even while using various combinations of <Start Press>, <Release Press>, fire delays, etc. While it's hardly game-breaking, it definitely stymies the natural impulse to both open and close the shop with the same button. On that note, it was also difficult, due to the abovementioned action-set switching issue(s), for me to reliably close the shop via {Escape} without inadvertently opening the main menu. Yes, there are workarounds, e.g. (set MousePos)->{LeftButton}, but that seems needlessly convoluted.

Anyways, the ask: could you add a discrete "Close Shop" game action to the [Menu Controls] action set?
Following this, might you also add both "Open Shop" and "Close Shop" to the [Spectator Controls] action set?
Seems that, at least purportedly, the [Spectator Controls] action set is not currently used. My hope was to fix whatever ~default settings impede the ability to shop whilst dead... But I think I just need to pour over the Steam Input documentation further, and thusly experiment, to figure this one out. "Skill issue" indeed.

In any case, thanks for reading my prattle. It's a privilege to experience something like Valve circa 2007-2010 reborn, reformed, and revised. Joy abounds; thx again.
 
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Ah. My setup has Open Shop/Buy on "Select", then in the MenuAction set, I use the same button with activator set to "Release", bound to the "Close" action (which it turns out, was never a true SteamInput action, but a Keyboard "Esc" key bind). This feels too "power user" for my money. I'm definitely brewing on the best way to approach it properly, and dedicated "Open Shop", "Close Shop" and "Hold to Open Shop" could be great. I'll consider it.

In previous games I would have used Layer Activation under the hood to bring up "Held Modes", but they caused real issues with power users' extra layers (there's no distinction between User layers and Developer layers in SteamInput, so when we add or remove layers, the users' setup gets stomped). I'm having to figure out how to work around that limitation.

Parity with KB+M comes first, and hopefully feedback from the community can get us consensus on the best out of the box experience for new users, while not interfering with power users too much.

>vice versa vis-a-vis

stop that
 
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