One of the most annoying things about VR gaming is that about a decade later, we STILL don't have what has been commonplace with PC gaming for longer than I've been alive. Can we please have the freedom to fully remap each and every interaction. If Beyond wants to be groundbreaking, I can tell you this is ground that remains untouched and which must be made an industry standard.
#Can we have proper key mapping please?
239 messages · Page 1 of 1 (latest)
Actually that's a really nice suggestion!
After the disappointment of Hard Bullet VR. I'm getting really tired of VR games not agreeing on a standard layout for things like jumping, pulling a charging handle, ejecting a magazine, crouching, sprinting, bullet time, etc. If there is one thing I wish for this game, it's to let me map what I want where I want.
Good idea
oculus has built in button mapping.
We should be able to re map buttons
BUT
Major issue
Whatabout mods that require a button to be pressed?
they could add in the ability to have changeable keybinds for mods aswell...
What
you could change the keybinds for the mods aswell
Em
You don't have a keyboard
You have 2 halves of a controller
That's the main difference here
why would this be a problem? tons of modded pc games I play have overlapping keybinds I just reassign, and it works fine...
even with vr controllers, you can just bind actions to multiple buttons instead.
a good example is bonelab.
lots of its mods use multi button keybinds to avoid conflicts with other binds
Bruh
hell if anything, having remappable keys would actually improve the mod keybinds thing, not make it worse.
if your keybind setup is shit, then thats on you buster 🤡
Let's say the joystick push in is my default unbound
So a modder uses it to make a menu appear
And then we have a guy map that key to the release mag button
change it 👍
So every time he opens the menu his mag dumps
yep
I mean it doesnt have to be ingame
Change it to something else the guy isn't used to
Get back into the game
The open the menu
Or
Do something else
You need to plan it out
What
Caus modders need to have a way to have dynamically changing keybinds
The "X" button needs to be "Mag Dump Button"
it does?
So no matter what key the mag dump is tied to
The menu will also use that button
BUT
Modders also need the actual X button for other stuff
thats the thing you could change ittt
Like emulating a controller
The game would be pretty shit if you always needed to change binds
Who the fuck would plag this game if you constantly needed to go into the binds menu
me
and 6 others (for now)
You are not 43000
6 people is not representative
alright? you are 1
You need to do what I suggested if you wanna do custom key binds
so what?
what did you suggest all that shit flew right over my head.
I genuinely cant understand the point you are trying to make 😭
For fucks sake
man
Just
Fucking read what I said
I gotta go
I guarantee you most of the issues you've just stated are all self inflicted, if you dont wanna pause mid game to change your binds, leave, rebind, then join again...
if a modder refuses add changeable keybinds to their mod, just dont use it...
the 7 to 1 ratio of players who support this suggestion versus those who don’t clearly shows that it would be well received by most.
8 of you count me
Does someone have a tldr on this conversation lmao
"Yourlocaldumbass" doing as his name suggests and not reading a word I say
And me trying to criticize his suggestion and showing all the flaws with his surface level suggestion
And I provide a proper solution to his issues
And he doesn't read what I say anyways
I read everything you said, I just can’t understand what you're trying to say.
you gotta convey your ideas a bit better, mate
your messages are all over the place... and your grammar and spelling sure as shit don't help 😭
Keybinds that point to specific actions, and keybinds that point to specific buttons
Easy
Is that your point? Is that why the suggestion is flawed?
Or is that the solution. I’m genuinely so confused
Yea
Just being able to remap keys is too simple
And a little too vauge
No it’s not
Yes
Like i said the issue would still be prevalent without custom keybinds, in fact even worse
This is a more detailed solution
It allows for the buttons to be remapped (like you want)
And
It allows for modders to have more freedom
Literally win win
I still don’t understand. What’s the difference between specific actions and buttons?
sigh
Specific actions
Those are a mag dump or a fire mode change
If you change the normal button binding to those, to your joystick press for example
Then the specific action button would be that joystick
Specific action buttons are whatever a default specific action is tied to
They change based off what the player sets them to
Specific buttons do NOT change
No matter what
So you can change the mod keybinds but not the default ones?
What
That’s what I’m saying
Wtf is a "mod keybind"
Any keybinds relating to a mod, Like opening a menu or activating fly mode or some shit
So you can change what keybind opens the menu or toggles fly
Alright
I'm saying yes to both
You can change the keybinds for dumping a magazine
That's it
You can change what buttons do what
That's all the player does
So not for mods?
So modders set the keybinds?
But the player cannot
No
Ffs
LISTEN
the player sets their own keybinds
These are the default keybinds
Such as
Dumping a magazine
Switching fire mode
Grabbing
Moving
That is ALL THE PLAYER CAN DO
Get that into your head
This is literally all the player can do
Plain and simple
Normal key remapping
Changing keybinds?
Yes
That's all the player can do
Do you understand that?
Yes
Alright
Modders
Now
This is where you are getting tripped up
Modders
Will have the ability
So set a mod action
Such as opening a custom menu
NOW
LISTEN CLOSELY
they can either
Choose
To use a button mapping
That is always going to be bound to an option
For example
A modder sets a mod open button to the mag dump button
Not the X button
the mag dump button
Jesus Christ... Y'all still going?
I’m still confused, so yes
The mod menu will open on the Y button instead of the X button
Do you understand what I'm saying?
Scroll up for smaller explanations
I ain't reading allat
Lmao
Lemme give you the shirt explanation
@quartz basalt
Actions are stuff like switching fire mode or dumping a magazine
Specific buttons are the X or Y button
ANYWAYS
Continuing from here
The mag dump button will change to whatever the user sets it to
That would be the specific action for the mag dump button
Simple
That will always point to whatever the user sets it to
No matter what
NOW
Specific buttons
Are just the X button
Or Y button
No matter what
Even if you change a keybind
They will stay the same
I'm saying have both options
So I think I understand
if you have the mag eject key set to X
But the default is Y
A modder can have the mod menu open upon ejecting the magazine, so no matter whether it’s on X or Y it will only happen upon ejecting the magazine?
Because you can
Yes
More specifically
The button that does the action for ejecting a magazine
So
If the user isn't holding a gun
But
They press the button that does that action
It will still open the mod menu
What
Well that's not what I'm suggesting right now
And there is a chance you misread or misunderstood what I said
yea
Do you get what a specific action and a specific button is?
yep,
I still think just having changeable keybinds would be more then enough though
because while that would help the problem I feel it would be a bit over the top just for some custom keybinds
Having both allows for changable keybinds
The modders to not need to have bloated code
And the modders to have more creative freedom
ok, so what about the opening the binds menu mid game problem?
Cause then there might be issues with a mod menu bind
having to change the binds mid game causes an issue with the mod menu bind?
The "specific actions" allows modders to have mod menus that are less likely to interrupt gameplay
I agree, im not talking about that
im talking about this
or this
like how could the binds menu be more bearable to use mid game?
Let's say a mod used a specific keybind that is very interruptive for a specific game
And the keybind can't be changed
That sucks
You need to rebind
But
If you have button binds that attach to actions
You can guarantee a button conflict won't happen
Or is less likely
jesus. 222 messages in a day.
That's how long a local dumbass takes to understand an idea
That's how long it took you to finally spit out a clear idea.
and I guess for me to stop interrupting it lmao...
I've said it so many times...
its not about how many times you said it its about how you kept on phrasing it
I phrased is simpler
And simpler
the way I saw it, all you were saying here is "the keybind for mag dump HAS to be x"
I understand now thats not what you meant...
but one could see how that confuses me
Each iteration...
Maybe?
That’s what threw me off, like, man, I don’t just automatically know what you mean by “specific actions” and “specific buttons.” From my point of view, I’m sitting here like, what even is an action? And what do you mean by a button? Aren’t buttons just tied to actions anyway? So if I press Button 1, it just does Action 2, right?
Well, the confusion has passed
Um... Well that was an interesting conversation.
Exactly! When I don't play bonelab for a while, for example, it takes me some time to get used to trigger for the bolts again. And trigger to grab things from holsters.
bump