I know that there is currently no support on PC for controllers, but Xbox/PS4 use them. I played on PC, then left for Xbox for some years, and am now back on PC. There are people who say controller works great, except for needing a mouse for navigating things that require a mouse. I have also seen a great deal of people asking for controller, who play on PC. The reason that a mouse is required on PC, but not on console, is the different UI.
My question is why we cannot implement a drop-box in the options that would allow for player choice of UI? Default would be the typical PC UI, but could be swapped to the console UI that would allow for complete controller support, and would function exactly as per the console UI.
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I think the best way to approach this is to just give the options to assign actions to the game pad controls like the 3rd party software does, but in a more neverwinter type configuration. Let the players figure out what configurations work best for them and then let them save and share profiles with other players.
If developers from outside the game can code software for multiple games, then it shouldn't be too difficult to integrate it into the game with either your own code or code bought from some 3rd party developers. Most game pads are more durable than key pads and the mouse buttons. Even the expensive gaming mice buttons aren't very durable.
As far as support...I'm not really sure how much would be reasonable or necessary, but having options to at least try would be a great thing to have in game.
So, really don’t see how it should or would be that difficult for PWE to implement the same.
When we did the console port of NW, we assumed that "has a controller" was the same as "is on a non-PC console" in a lot of places. It'll be quite a task to detangle those two definitions, so you're not offered to look at someone's "Xbox profile" or buy Zen from the Sony store overlay.
The console UI is designed for 1920x1080 and doesn't handle resizing at all, so you'd be forced to play at exactly 1920x1080 (but it could probably be scaled to other resolutions as long as the aspect ratio is 16:9, with readability suffering).
PC gamepads are USUALLY (but not always) Xbox or PS4 layout. The power tray is designed to mimic the button layout of those controllers. It wouldn't be the end of the world if your alternative controller's unique layout didn't match the UI.
And this brings up the inevitable request to rebind the keys on console... it's doable, but all the UI buttons assume a certain relationship between the buttons and the commands they execute. Like, the thing that appears in the lower position of the right-hand section of the tray knows what to draw by looking for "the power that would trigger from /+PowerTrayExec 3" (or whatever the real command is, I don't remember). So if you rebind "D-Pad Up" to "/+PowerTrayExec 3", you'll still see that power in the lower-right position, instead of in D-Pad Up where you'd expect it. (That was kinda hand-wavy, but suffice it to say we assumed a lot of stuff and making it customizable will break things.)
As you have pointed out, some UI elements have imagery or text that would need changed, but the number of large scale things is at a minimum. What you have described is more of a 'hunt and peck' issue of just proofreading and editing, not actual issues like some of the glitches and bugs currently present in the game (like the companions getting stuck in zone when the player leaves?).
Instead, this is something that given what they already have, could be put into place within 2-3 months if they only had a single person working on it, and a test server to try it out. Nothing you have described sounds all that difficult for a professional programmer, based on what they already have in the game.