Character movement stalls at terrible times and no targeting (and no target info) are the most glaring issues for me. Originally posted by Michael:While this was indeed a very pleasant surprise, there are several glaring issues that highlight the need for a true native support for controllers.Īgree with everything here. As darn close to Torchlight 1 for consoles as possible! (Seriously, it was a thing of beauty! *sniff*) Item/NPC/World interaction with "A Button" when simply walking near them.ĥ. Invisible cursor, toggled on when opening UI panels.Ĥ. Zoom function with adaptable move radius. If you can give us the exact same native controller support as TL1 had, and simply have the mouse cursor toggle on whenever a UI panel was open, I for one would be incredibly happy, and would even go so far as to throw sums of money at you.ġ. If you're unwilling to design a whole new interface like was done in TL 1 - which is completely understandable - it has been demonstrated in other games (such as Marvel Heroes in their latest patch, Grim Dawn, and others) that it is perfectly viable to have a mouse cursor appear when UI elements are toggled on, and control the mouse with your analog stick if you're not using a Steam controller. It was done so beautifully and so perfectly, that even to this day I would rather fire up my old XBox, eschew any modding potential, and sink a few hours to fuel my nostolgia. I wish - and indeed HAVE wished for many years - with all my heart, that a truely native support for controllers was added in the same way as Torchlight 1 for the consoles. Thirdly, we need an interact button that is enabled when walking up to certain elements: Picking up items, talking to npc's, activating waypoints, entering zones, etc. The reasons for this are fairly obvious - moreso for ranged characters than melee. This is a function that is essential to ARPG's that have any form of true controller support. Secondly, is the lack of any sort of auto-targetting. Then of course, is the matter of the cursor being on the screen at all times. Zoom the camera in TOO far, and you can't move at all. The default camera view has everything zoomed out so far, that even slightly tapping the stick sends your character out several paces. Unless you're playing with the camera perminantly set to a very specific zoom level, the radius limit does not behave the way it should. While this was indeed a very pleasant surprise, there are several glaring issues that highlight the need for a true native support for controllers.įirstly, and noticible right off the bat, is the way analog character movement is handled. Joystick Click/Hold = Move without targeting If a player has made any modifications to the in-game controls this might not work. Keep in mind this is was created using the default in-game control mapping for Torchlight II. For now, you will find it in the Community section. We will tweak it here and there based on your feedback before setting it as the default controller scheme. We've added an official Steam Controller configuration for Torchlight/Torchlight II titled "Runic Official". The game was designed for KB + M controls and only those do we officially support.* This is our take on the steam controller profile. *PLEASE KEEP IN MIND THIS IN NO WAY MEANS WE ARE OFFICIALLY SUPPORTING CONTROLLERS.
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