RecalcitrantAngel
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Posts posted by RecalcitrantAngel
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I would very much like to be able to double bind keys and have them function based on context.
For example: I would like to bind the 'E' Key to both "melee attack" and "use/interact" and thus have the E key function as a "use" button whenever I am close enough to something that I can interact with (and am facing the correct direction, etc.), but at all other times function as a melee attack button. I know many people wouldn't do this with those 2 particular actions, but it was the simplest example I could think of.
This would allow many less buttons to be "used/assigned" due to having many buttons serve dual purposes (one button doing 2 things - action A while in combat, B when not, etc.), which would therefore enable more people to play the game with potentially significantly increased QoL and/or would lessen the requirements/necessity for people to use mice with extra buttons, special gaming keyboards, etc.
Please consider this modest and (relatively) simple to implement request as I believe it would make a significant improvement to both the quality and usability/accessibility of the current UI.
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A quick description of the problem: I am able to use my melee weapon while Chroma's #1 is active.
Any steps you may have that can reproduce the issue: I can reliably reproduce this by 1st attacking with my secondary weapon (pistol/spira tested to work, not 100% about others), then casting #1 while secondary weapon is still "active/equipped". Note that only regular melee attacks work, heavy attack button does nothing.
Any screenshots you may have taken: Didn't take screenshots, but tested to see if its a graphics glitch and it's not - I am actually doing damage with both the #1 and the melee weapon.
Any additional information you may think is relevant to the bug in hand: After playing with this for a while and testing the bug, I have to admit that Chroma feels way more fun with the ability to still melee attack while channeling the #1 - perhaps you should look into the possibility of making this behavior normal/working as intended.
No Threat of Failure.
in General
Posted · Edited by RecalcitrantAngel
I edited the above quote so that I can say: I completely agree with everything I quoted above.
I disagree with the idea of limited revives, but for all these other things - I completely agree and hope they can figure out someway to implement your suggestions (or others) to make the game feel more challenging.
...and...
IMHO, possibly use some of these same adjustments to limit or curb the constant "speed runs". No one seems to "savor" playing the game anymore and many of the very well designed and beautiful areas/levels/planets are being completely wasted.