Posts posted by sauna
Regarding Sprint. I use Mouse & Keyboard on the Xbox Series X and I can't Sprint like my mate that's on PC, just hold down Shift and release like you said. Toggle Sprint is always on even though I set it to off. And it can't be toggled off with the same key. Only way to stop Sprinting is to duck. Heh.
Which isn't an option when diving. So if chased is really easy to lose all stamina. I've died so many times by depleting my Stamina at the wrong moment to do so while fighting, missed crucial jumps because I have no idea if I'm Sprinting or not. It's so weird and clunky.
So yeah, I agree competent that they need to look at this.
Regarding Hotpouch, Inputs and Radials. Yup, I was surprised Grounded didn't have the Key Go-to-Select method. Quite standard option to have if you want to Click or Let Go.
I hate radials myself and I have friends that play with controllers and can't get into Grounded because of the radial and item selection system. But if I were to use radial I ate your suggestion is much better. Also agree to the LB+<- -> D-Padas an alternative.
However for those that don't want to use radial or hotbars there should either be more inputs allowed, like Button+Button = New Button (in Warframe for examplewe use RB+XYBA for skills etc) or more choices to customise assigned items.
Like If I had been using a controller I'd like there to be "assign slot to Tools" and if I use the bind for Tools multiple times it would rotate between them all.
All tools on one bind, done.
Then for Weapons I'd like:
"Assign slot to melee weapons" (the clunkier setup but gets the job done for those that dont care to go into detail)
"Assign slot to one handed melee (button bind rotates right hand melees while keeping shield or torch up)
"Assign slot to two handed melee"
"Assign slot to ranged projectile weapon"
"Assign slot to ranged area of effect weapon" (then I could have, for example RB+Y = 2h melee, RB+X = 1h melee, RB+A = ranged projectile, RB+B = ranged area of effect)
This takes care of all weapons on RB. And again, same button just rotates within the same category.
Then LB+XYBA could be done similarly with heals, buffs and food/water. If they added all these customizing options a lot of people wouldn't get frustrated or dismayed within the first hour. Which would mean gaining lots of player retention.
Yeah, it's like everything is just thrown in without a second thought how to streamline and effectivize which leads to a tremendous increase in quality of life for the end user, a. k. a. us the players. Such way of adding features and UI elements reminds me of how programmer's work and think. Add feature, done. Understand feature...meh. Hehe!
There is really no reason for how it currently is, at least imo.
But maybe they'll read this and work on it a bit. I hope so!
Avoiding 'Inventory Full' When Switching Weapons
in Grounded: Feedback & Suggestions
One huge quality of life improvement would be to remove the possibility of getting an 'Inventory Full' message when you're switching from, for example, 1H + Shield to Crossbow. The game wants a free shot for switching weapons and setting as this game is low on inventory slots as is it is really common that it prevents you from switching weapons due to a full inventory.
This results in less fun due to you not being able to pull out the weapon needed and more micro managing if your inventory to always have at least 1 slot free.
Suggestion: Add an invisible slot for enabling changing weapons even with a full inventory.
Or, add a 2H/Ranged Weapon Equipment slot where you'd put your preferred 2 handed weapon.